mirror of
https://github.com/hedge-dev/UnleashedRecomp.git
synced 2025-12-20 12:09:32 -06:00
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5 Commits
v1.0.2
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wait-idle-
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4
.github/workflows/validate.yml
vendored
4
.github/workflows/validate.yml
vendored
@@ -145,13 +145,11 @@ jobs:
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Move-Item -Path ".\out\build\${{ env.CMAKE_PRESET }}\UnleashedRecomp\dxil.dll" -Destination ".\release\dxil.dll"
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Move-Item -Path ".\out\build\${{ env.CMAKE_PRESET }}\UnleashedRecomp\UnleashedRecomp.exe" -Destination ".\release\UnleashedRecomp.exe"
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Compress-Archive -Path .\release\* -DestinationPath .\UnleashedRecomp-Windows.zip
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- name: Upload Artifact
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uses: actions/upload-artifact@v4
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with:
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name: UnleashedRecomp-Windows-${{ env.CMAKE_PRESET }}
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path: .\UnleashedRecomp-Windows.zip
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path: .\release
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- name: Upload PDB
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uses: actions/upload-artifact@v4
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11
README.md
11
README.md
@@ -278,9 +278,16 @@ Simply booting at least once in Desktop Mode will enable the Deck to use the fil
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## FAQ
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### Do you have a Discord server?
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### Do you have a website or Discord server?
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Unleashed Recompiled is not associated with any Discord servers. Use the [Issues](https://github.com/hedge-dev/UnleashedRecomp/issues) page if you need support.
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Unleashed Recompiled does not have an official website, nor is it affiliated with any Discord servers.
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**Please link here when directing anyone to the project.**
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> [!CAUTION]
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> Do not download builds of Unleashed Recompiled from anywhere but our [Releases](https://github.com/hedge-dev/UnleashedRecomp/releases/latest) page.
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>
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> **We will never distribute builds on other websites, via Discord servers or via third-party update tools.**
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### Why does the installer say my files are invalid?
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@@ -2285,6 +2285,9 @@ namespace plume {
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}
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void D3D12CommandQueue::executeCommandLists(const RenderCommandList **commandLists, uint32_t commandListCount, RenderCommandSemaphore **waitSemaphores, uint32_t waitSemaphoreCount, RenderCommandSemaphore **signalSemaphores, uint32_t signalSemaphoreCount, RenderCommandFence *signalFence) {
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assert(commandLists != nullptr);
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assert(commandListCount > 0);
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for (uint32_t i = 0; i < waitSemaphoreCount; i++) {
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D3D12CommandSemaphore *interfaceSemaphore = static_cast<D3D12CommandSemaphore *>(waitSemaphores[i]);
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d3d->Wait(interfaceSemaphore->d3d, interfaceSemaphore->semaphoreValue);
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@@ -2297,9 +2300,7 @@ namespace plume {
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executionVector.emplace_back(static_cast<ID3D12CommandList *>(interfaceCommandList->d3d));
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}
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if (!executionVector.empty()) {
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d3d->ExecuteCommandLists(UINT(executionVector.size()), executionVector.data());
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}
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d3d->ExecuteCommandLists(UINT(executionVector.size()), executionVector.data());
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for (uint32_t i = 0; i < signalSemaphoreCount; i++) {
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D3D12CommandSemaphore *interfaceSemaphore = static_cast<D3D12CommandSemaphore *>(signalSemaphores[i]);
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@@ -3798,10 +3799,6 @@ namespace plume {
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return countsSupported;
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}
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void D3D12Device::waitIdle() const {
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assert(false && "Use fences to replicate wait idle behavior on D3D12.");
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}
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void D3D12Device::release() {
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if (d3d != nullptr) {
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d3d->Release();
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@@ -459,7 +459,6 @@ namespace plume {
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const RenderDeviceCapabilities &getCapabilities() const override;
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const RenderDeviceDescription &getDescription() const override;
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RenderSampleCounts getSampleCountsSupported(RenderFormat format) const override;
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void waitIdle() const override;
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void release();
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bool isValid() const;
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};
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@@ -200,7 +200,7 @@ namespace plume {
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// Concrete implementation shortcuts.
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inline void executeCommandLists(const RenderCommandList *commandList, RenderCommandFence *signalFence = nullptr) {
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executeCommandLists(commandList != nullptr ? &commandList : nullptr, commandList != nullptr ? 1 : 0, nullptr, 0, nullptr, 0, signalFence);
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executeCommandLists(&commandList, 1, nullptr, 0, nullptr, 0, signalFence);
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}
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};
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@@ -242,7 +242,6 @@ namespace plume {
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virtual const RenderDeviceCapabilities &getCapabilities() const = 0;
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virtual const RenderDeviceDescription &getDescription() const = 0;
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virtual RenderSampleCounts getSampleCountsSupported(RenderFormat format) const = 0;
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virtual void waitIdle() const = 0;
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};
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struct RenderInterface {
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@@ -4190,10 +4190,6 @@ namespace plume {
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}
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}
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void VulkanDevice::waitIdle() const {
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vkDeviceWaitIdle(vk);
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}
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void VulkanDevice::release() {
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if (allocator != VK_NULL_HANDLE) {
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vmaDestroyAllocator(allocator);
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@@ -430,7 +430,6 @@ namespace plume {
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const RenderDeviceCapabilities &getCapabilities() const override;
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const RenderDeviceDescription &getDescription() const override;
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RenderSampleCounts getSampleCountsSupported(RenderFormat format) const override;
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void waitIdle() const override;
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void release();
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bool isValid() const;
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};
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@@ -1973,23 +1973,21 @@ void Video::WaitForGPU()
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{
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g_waitForGPUCount++;
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if (g_vulkan)
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// Wait for all queued frames to finish.
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for (size_t i = 0; i < NUM_FRAMES; i++)
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{
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g_device->waitIdle();
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}
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else
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{
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for (size_t i = 0; i < NUM_FRAMES; i++)
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if (g_commandListStates[i])
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{
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if (g_commandListStates[i])
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{
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g_queue->waitForCommandFence(g_commandFences[i].get());
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g_commandListStates[i] = false;
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}
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g_queue->waitForCommandFence(g_commandFences[i].get());
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g_commandListStates[i] = false;
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}
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g_queue->executeCommandLists(nullptr, g_commandFences[0].get());
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g_queue->waitForCommandFence(g_commandFences[0].get());
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}
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// Execute an empty command list and wait for it to end to guarantee that any remaining presentation has finished.
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g_commandLists[0]->begin();
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g_commandLists[0]->end();
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g_queue->executeCommandLists(g_commandLists[0].get(), g_commandFences[0].get());
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g_queue->waitForCommandFence(g_commandFences[0].get());
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}
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static uint32_t CreateDevice(uint32_t a1, uint32_t a2, uint32_t a3, uint32_t a4, uint32_t a5, be<uint32_t>* a6)
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