mirror of https://github.com/PCSX2/pcsx2.git
GSdx: Possible fix for DX10 leaking memory.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2042 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -68,9 +68,14 @@ bool GSDevice10::Create(GSWnd* wnd, bool vsync)
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scd.SampleDesc.Quality = 0;
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scd.Windowed = TRUE;
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//Crashes when 2 threads work on the swapchain, as in pcsx2/wx.
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//Todo : Figure out a way to have this flag anyway
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uint32 flags = 0; //D3D10_CREATE_DEVICE_SINGLETHREADED;
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// Crashes when 2 threads work on the swapchain, as in pcsx2/wx when it provides us
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// an external window handle (which could be attached to any thread other than the GS one).
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// (but if we're managing our own window then it's safe to enable)
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// FIXME : Figure out a way to have this flag anyway, since it's a measurable speedup (may
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// not be possible though).
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uint32 flags = m_wnd->IsManaged() ? D3D10_CREATE_DEVICE_SINGLETHREADED : 0;
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#ifdef DEBUG
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flags |= D3D10_CREATE_DEVICE_DEBUG;
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@ -39,6 +39,7 @@ protected:
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public:
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GSRendererDX10();
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virtual ~GSRendererDX10() {}
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bool CreateDevice(GSDevice* dev);
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@ -40,6 +40,7 @@ protected:
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public:
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GSRendererDX11();
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virtual ~GSRendererDX11() {}
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bool CreateDevice(GSDevice* dev);
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@ -46,6 +46,7 @@ protected:
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public:
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GSRendererDX9();
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virtual ~GSRendererDX9() {}
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bool CreateDevice(GSDevice* dev);
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@ -43,6 +43,8 @@ public:
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InitVertexKick<GSRendererNull>();
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}
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virtual ~GSRendererNull() {}
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template<uint32 prim, uint32 tme, uint32 fst> void VertexKick(bool skip)
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{
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}
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@ -32,6 +32,7 @@ protected:
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public:
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GSRendererOGL();
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virtual ~GSRendererOGL() {}
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bool CreateDevice(GSDevice* dev);
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