wined3d: Add new functions to set and get maximum frame latency for the device.

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Nikolay Sivov 2018-04-30 22:45:01 +04:30 committed by Alexandre Julliard
parent 36a39397bc
commit 23ea779d8f
6 changed files with 36 additions and 3 deletions

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@ -496,9 +496,8 @@ void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *sw
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
/* Limit input latency by limiting the number of presents that we can get
* ahead of the worker thread. We have a constant limit here, but
* IDXGIDevice1 allows tuning this. */
while (pending > 1)
* ahead of the worker thread. */
while (pending >= swapchain->max_frame_latency)
{
wined3d_pause();
pending = InterlockedCompareExchange(&cs->pending_presents, 0, 0);

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@ -3081,6 +3081,23 @@ struct wined3d_unordered_access_view * CDECL wined3d_device_get_unordered_access
return wined3d_device_get_pipeline_unordered_access_view(device, WINED3D_PIPELINE_GRAPHICS, idx);
}
void CDECL wined3d_device_set_max_frame_latency(struct wined3d_device *device, unsigned int latency)
{
unsigned int i;
if (!latency)
latency = 3;
device->max_frame_latency = latency;
for (i = 0; i < device->swapchain_count; ++i)
swapchain_set_max_frame_latency(device->swapchains[i], device);
}
unsigned int CDECL wined3d_device_get_max_frame_latency(const struct wined3d_device *device)
{
return device->max_frame_latency;
}
/* Context activation is done by the caller. */
#define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
@ -5225,6 +5242,8 @@ HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
&adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
device->update_state = &device->state;
device->max_frame_latency = 3;
if (!(device->cs = wined3d_cs_create(device)))
{
WARN("Failed to create command stream.\n");

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@ -740,6 +740,12 @@ static void wined3d_swapchain_cs_init(void *object)
context_release(swapchain->context[0]);
}
void swapchain_set_max_frame_latency(struct wined3d_swapchain *swapchain, const struct wined3d_device *device)
{
/* Subtract 1 for the implicit OpenGL latency. */
swapchain->max_frame_latency = device->max_frame_latency >= 2 ? device->max_frame_latency - 1 : 1;
}
static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, struct wined3d_device *device,
struct wined3d_swapchain_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
{
@ -777,6 +783,7 @@ static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, struct wined3
swapchain->win_handle = window;
swapchain->device_window = window;
swapchain->swap_interval = WINED3D_SWAP_INTERVAL_DEFAULT;
swapchain_set_max_frame_latency(swapchain, device);
if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d,
adapter->ordinal, &swapchain->original_mode, NULL)))

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@ -86,6 +86,7 @@
@ cdecl wined3d_device_get_light(ptr long ptr)
@ cdecl wined3d_device_get_light_enable(ptr long ptr)
@ cdecl wined3d_device_get_material(ptr ptr)
@ cdecl wined3d_device_get_max_frame_latency(ptr)
@ cdecl wined3d_device_get_npatch_mode(ptr)
@ cdecl wined3d_device_get_pixel_shader(ptr)
@ cdecl wined3d_device_get_predication(ptr ptr)
@ -161,6 +162,7 @@
@ cdecl wined3d_device_set_light(ptr long ptr)
@ cdecl wined3d_device_set_light_enable(ptr long long)
@ cdecl wined3d_device_set_material(ptr ptr)
@ cdecl wined3d_device_set_max_frame_latency(ptr long)
@ cdecl wined3d_device_set_multithreaded(ptr)
@ cdecl wined3d_device_set_npatch_mode(ptr float)
@ cdecl wined3d_device_set_pixel_shader(ptr ptr)

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@ -2957,6 +2957,7 @@ struct wined3d_device
struct wined3d_rendertarget_view *back_buffer_view;
struct wined3d_swapchain **swapchains;
UINT swapchain_count;
unsigned int max_frame_latency;
struct list resources; /* a linked list to track resources created by the device */
struct list shaders; /* a linked list to track shaders (pixel and vertex) */
@ -3821,6 +3822,7 @@ struct wined3d_swapchain
struct wined3d_palette *palette;
RECT front_buffer_update;
unsigned int swap_interval;
unsigned int max_frame_latency;
LONG prev_time, frames; /* Performance tracking */
@ -3841,6 +3843,8 @@ struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchai
void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
void swapchain_set_max_frame_latency(struct wined3d_swapchain *swapchain,
const struct wined3d_device *device) DECLSPEC_HIDDEN;
/*****************************************************************************
* Utility function prototypes

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@ -2281,6 +2281,7 @@ HRESULT __cdecl wined3d_device_get_light(const struct wined3d_device *device,
UINT light_idx, struct wined3d_light *light);
HRESULT __cdecl wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable);
void __cdecl wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material);
unsigned int __cdecl wined3d_device_get_max_frame_latency(const struct wined3d_device *device);
float __cdecl wined3d_device_get_npatch_mode(const struct wined3d_device *device);
struct wined3d_shader * __cdecl wined3d_device_get_pixel_shader(const struct wined3d_device *device);
struct wined3d_query * __cdecl wined3d_device_get_predication(struct wined3d_device *device, BOOL *value);
@ -2402,6 +2403,7 @@ HRESULT __cdecl wined3d_device_set_light(struct wined3d_device *device,
UINT light_idx, const struct wined3d_light *light);
HRESULT __cdecl wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable);
void __cdecl wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material);
void __cdecl wined3d_device_set_max_frame_latency(struct wined3d_device *device, unsigned int max_frame_latency);
void __cdecl wined3d_device_set_multithreaded(struct wined3d_device *device);
HRESULT __cdecl wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments);
void __cdecl wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader);