wined3d: Use command buffer IDs for synchronisation in wined3d_buffer_gl_sync_apple().

Analogous to the Vulkan adapter. This is slightly awkward in OpenGL
because it doesn't have explicit command buffers like Vulkan, but
calling wined3d_context_gl_submit_command_fence() on swapchain present
works well enough in practice. The main advantage of this approach is that it
avoids using a separate fence for each usage of each bo.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2020-11-30 18:11:25 +03:30 committed by Alexandre Julliard
parent 77f0149a6c
commit a7c320d184
7 changed files with 146 additions and 88 deletions

View File

@ -4256,6 +4256,8 @@ static HRESULT adapter_gl_create_device(struct wined3d *wined3d, const struct wi
if (!(device_gl = heap_alloc_zero(sizeof(*device_gl))))
return E_OUTOFMEMORY;
device_gl->current_fence_id = 1;
if (FAILED(hr = wined3d_device_init(&device_gl->d, wined3d, adapter->ordinal, device_type, focus_window,
flags, surface_alignment, levels, level_count, adapter->gl_info.supported, device_parent)))
{

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@ -187,11 +187,6 @@ static void wined3d_buffer_gl_destroy_buffer_object(struct wined3d_buffer_gl *bu
wined3d_context_gl_destroy_bo(context_gl, &buffer_gl->bo);
buffer_gl->b.buffer_object = 0;
if (buffer_gl->b.fence)
{
wined3d_fence_destroy(buffer_gl->b.fence);
buffer_gl->b.fence = NULL;
}
buffer_gl->b.flags &= ~WINED3D_BUFFER_APPLESYNC;
}
@ -746,9 +741,9 @@ void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
static void wined3d_buffer_gl_sync_apple(struct wined3d_buffer_gl *buffer_gl,
uint32_t flags, struct wined3d_context_gl *context_gl)
{
struct wined3d_device_gl *device_gl = wined3d_device_gl(buffer_gl->b.resource.device);
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
enum wined3d_fence_result ret;
HRESULT hr;
struct wined3d_bo_gl *bo = &buffer_gl->bo;
/* No fencing needs to be done if the app promises not to overwrite
* existing data. */
@ -759,59 +754,17 @@ static void wined3d_buffer_gl_sync_apple(struct wined3d_buffer_gl *buffer_gl,
{
wined3d_buffer_gl_bind(buffer_gl, context_gl);
GL_EXTCALL(glBufferData(buffer_gl->bo.binding, buffer_gl->b.resource.size, NULL, buffer_gl->bo.usage));
GL_EXTCALL(glBufferData(bo->binding, buffer_gl->b.resource.size, NULL, bo->usage));
checkGLcall("glBufferData");
return;
}
if (!buffer_gl->b.fence)
{
TRACE("Creating fence for buffer %p.\n", buffer_gl);
if (FAILED(hr = wined3d_fence_create(buffer_gl->b.resource.device, &buffer_gl->b.fence)))
{
if (hr == WINED3DERR_NOTAVAILABLE)
FIXME("Fences not supported, dropping async buffer locks.\n");
else
ERR("Failed to create fence, hr %#x.\n", hr);
goto drop_fence;
}
/* Since we don't know about old draws a glFinish is needed once */
gl_info->gl_ops.gl.p_glFinish();
bo->command_fence_id = 0;
return;
}
TRACE("Synchronizing buffer %p.\n", buffer_gl);
ret = wined3d_fence_wait(buffer_gl->b.fence, buffer_gl->b.resource.device);
switch (ret)
{
case WINED3D_FENCE_NOT_STARTED:
case WINED3D_FENCE_OK:
/* All done */
return;
case WINED3D_FENCE_WRONG_THREAD:
WARN("Cannot synchronize buffer lock due to a thread conflict.\n");
goto drop_fence;
default:
ERR("wined3d_fence_wait() returned %u, dropping async buffer locks.\n", ret);
goto drop_fence;
}
drop_fence:
if (buffer_gl->b.fence)
{
wined3d_fence_destroy(buffer_gl->b.fence);
buffer_gl->b.fence = NULL;
}
gl_info->gl_ops.gl.p_glFinish();
wined3d_buffer_gl_bind(buffer_gl, context_gl);
GL_EXTCALL(glBufferParameteriAPPLE(buffer_gl->bo.binding, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
checkGLcall("glBufferParameteriAPPLE(buffer_gl->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
buffer_gl->b.flags &= ~WINED3D_BUFFER_APPLESYNC;
if (bo->command_fence_id == device_gl->current_fence_id)
wined3d_context_gl_submit_command_fence(context_gl);
wined3d_context_gl_wait_command_fence(context_gl, bo->command_fence_id);
}
static void buffer_mark_used(struct wined3d_buffer *buffer)

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@ -271,7 +271,6 @@ void context_update_stream_info(struct wined3d_context *context, const struct wi
wined3d_stream_info_from_declaration(stream_info, state, d3d_info);
stream_info->all_vbo = 1;
context->buffer_fence_count = 0;
for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i)
{
struct wined3d_stream_info_element *element;
@ -312,9 +311,6 @@ void context_update_stream_info(struct wined3d_context *context, const struct wi
if (!element->data.buffer_object)
stream_info->all_vbo = 0;
if (buffer->fence)
context->buffer_fences[context->buffer_fence_count++] = buffer->fence;
TRACE("Load array %u %s.\n", i, debug_bo_address(&element->data));
}

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@ -1374,6 +1374,10 @@ static void wined3d_context_gl_cleanup(struct wined3d_context_gl *context_gl)
if (context_gl->valid)
{
wined3d_context_gl_submit_command_fence(context_gl);
wined3d_context_gl_wait_command_fence(context_gl,
wined3d_device_gl(context_gl->c.device)->current_fence_id - 1);
if (context_gl->dummy_arbfp_prog)
GL_EXTCALL(glDeleteProgramsARB(1, &context_gl->dummy_arbfp_prog));
@ -1422,6 +1426,7 @@ static void wined3d_context_gl_cleanup(struct wined3d_context_gl *context_gl)
checkGLcall("context cleanup");
}
heap_free(context_gl->submitted.fences);
heap_free(context_gl->free_pipeline_statistics_queries);
heap_free(context_gl->free_so_statistics_queries);
heap_free(context_gl->free_timestamp_queries);
@ -2571,6 +2576,80 @@ void wined3d_context_gl_bind_texture(struct wined3d_context_gl *context_gl, GLen
checkGLcall("bind texture");
}
static void wined3d_context_gl_poll_fences(struct wined3d_context_gl *context_gl)
{
struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
struct wined3d_command_fence_gl *f;
SIZE_T i;
for (i = 0; i < context_gl->submitted.fence_count; ++i)
{
f = &context_gl->submitted.fences[i];
if (f->id > device_gl->completed_fence_id)
{
if (wined3d_fence_test(f->fence, &device_gl->d, 0) != WINED3D_FENCE_OK)
continue;
device_gl->completed_fence_id = f->id;
}
wined3d_fence_destroy(f->fence);
if (i != context_gl->submitted.fence_count - 1)
*f = context_gl->submitted.fences[context_gl->submitted.fence_count - 1];
--context_gl->submitted.fence_count;
}
}
void wined3d_context_gl_wait_command_fence(struct wined3d_context_gl *context_gl, uint64_t id)
{
struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
enum wined3d_fence_result ret;
SIZE_T i;
if (id <= device_gl->completed_fence_id
|| id > device_gl->current_fence_id) /* In case the fence ID wrapped. */
return;
for (i = 0; i < context_gl->submitted.fence_count; ++i)
{
if (context_gl->submitted.fences[i].id != id)
continue;
if ((ret = wined3d_fence_wait(context_gl->submitted.fences[i].fence, &device_gl->d)) != WINED3D_FENCE_OK)
ERR("Failed to wait for command fence with id 0x%s, ret %#x.\n", wine_dbgstr_longlong(id), ret);
wined3d_context_gl_poll_fences(context_gl);
return;
}
ERR("Failed to find fence for command fence with id 0x%s.\n", wine_dbgstr_longlong(id));
}
void wined3d_context_gl_submit_command_fence(struct wined3d_context_gl *context_gl)
{
struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
struct wined3d_command_fence_gl *f;
HRESULT hr;
if (!wined3d_array_reserve((void **)&context_gl->submitted.fences, &context_gl->submitted.fences_size,
context_gl->submitted.fence_count + 1, sizeof(*context_gl->submitted.fences)))
ERR("Failed to grow submitted command buffer array.\n");
f = &context_gl->submitted.fences[context_gl->submitted.fence_count++];
f->id = device_gl->current_fence_id;
if (FAILED(hr = wined3d_fence_create(&device_gl->d, &f->fence)))
ERR("Failed to create fence, hr %#x.\n", hr);
wined3d_fence_issue(f->fence, &device_gl->d);
/* We don't expect this to ever happen, but handle it anyway. */
if (!++device_gl->current_fence_id)
{
wined3d_context_gl_wait_command_fence(context_gl, device_gl->current_fence_id - 1);
device_gl->completed_fence_id = 0;
device_gl->current_fence_id = 1;
}
wined3d_context_gl_poll_fences(context_gl);
}
void *wined3d_context_gl_map_bo_address(struct wined3d_context_gl *context_gl,
const struct wined3d_bo_address *data, size_t size, uint32_t flags)
{
@ -2728,6 +2807,8 @@ bool wined3d_context_gl_create_bo(struct wined3d_context_gl *context_gl, GLsizei
bo->id = id;
bo->binding = binding;
bo->usage = usage;
bo->command_fence_id = 0;
return true;
}
@ -3605,7 +3686,7 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
const struct wined3d_fb_state *fb = &state->fb;
unsigned int i, base;
WORD map;
uint32_t map;
context->uses_fbo_attached_resources = 0;
@ -3638,24 +3719,36 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
{
context_update_stream_info(context, state);
}
else
map = context->stream_info.use_map;
while (map)
{
for (i = 0, map = context->stream_info.use_map; map; map >>= 1, ++i)
{
if (map & 1)
wined3d_buffer_load(state->streams[context->stream_info.elements[i].stream_idx].buffer,
context, state);
}
/* Loading the buffers above may have invalidated the stream info. */
if (isStateDirty(context, STATE_STREAMSRC))
context_update_stream_info(context, state);
const struct wined3d_stream_info_element *e;
struct wined3d_buffer_gl *buffer_gl;
e = &context->stream_info.elements[wined3d_bit_scan(&map)];
buffer_gl = wined3d_buffer_gl(state->streams[e->stream_idx].buffer);
wined3d_buffer_load(&buffer_gl->b, context, state);
wined3d_context_gl_reference_bo(context_gl, &buffer_gl->bo);
}
/* Loading the buffers above may have invalidated the stream info. */
if (wined3d_context_is_graphics_state_dirty(context, STATE_STREAMSRC))
context_update_stream_info(context, state);
if (indexed && state->index_buffer)
{
struct wined3d_buffer_gl *buffer_gl = wined3d_buffer_gl(state->index_buffer);
if (context->stream_info.all_vbo)
wined3d_buffer_load(state->index_buffer, context, state);
{
wined3d_buffer_load(&buffer_gl->b, context, state);
wined3d_context_gl_reference_bo(context_gl, &buffer_gl->bo);
}
else
wined3d_buffer_load_sysmem(state->index_buffer, context);
{
wined3d_buffer_load_sysmem(&buffer_gl->b, context);
}
}
for (i = 0, base = 0; i < ARRAY_SIZE(context->dirty_graphics_states); ++i)
@ -4475,7 +4568,6 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
const struct wined3d_stream_info *stream_info;
struct wined3d_rendertarget_view *dsv, *rtv;
struct wined3d_stream_info si_emulated;
struct wined3d_fence *ib_fence = NULL;
const struct wined3d_gl_info *gl_info;
struct wined3d_context_gl *context_gl;
struct wined3d_context *context;
@ -4573,14 +4665,9 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
{
struct wined3d_buffer *index_buffer = state->index_buffer;
if (!index_buffer->buffer_object || !stream_info->all_vbo)
{
idx_data = index_buffer->resource.heap_memory;
}
else
{
ib_fence = index_buffer->fence;
idx_data = NULL;
}
idx_data = (const BYTE *)idx_data + state->index_offset;
if (state->index_format == WINED3DFMT_R16_UINT)
@ -4719,11 +4806,6 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
checkGLcall("disable rasterizer discard");
}
if (ib_fence)
wined3d_fence_issue(ib_fence, device);
for (i = 0; i < context->buffer_fence_count; ++i)
wined3d_fence_issue(context->buffer_fences[i], device);
context_release(context);
TRACE("Draw completed.\n");

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@ -180,7 +180,7 @@ static BOOL wined3d_fence_supported(const struct wined3d_gl_info *gl_info)
return gl_info->supported[ARB_SYNC] || gl_info->supported[NV_FENCE] || gl_info->supported[APPLE_FENCE];
}
static enum wined3d_fence_result wined3d_fence_test(const struct wined3d_fence *fence,
enum wined3d_fence_result wined3d_fence_test(const struct wined3d_fence *fence,
struct wined3d_device *device, DWORD flags)
{
const struct wined3d_gl_info *gl_info;

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@ -559,6 +559,7 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain,
/* call wglSwapBuffers through the gl table to avoid confusing the Steam overlay */
gl_info->gl_ops.wgl.p_wglSwapBuffers(context_gl->dc);
wined3d_context_gl_submit_command_fence(context_gl);
wined3d_swapchain_gl_rotate(swapchain, context);

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@ -1540,6 +1540,8 @@ struct wined3d_bo_gl
GLuint id;
GLenum binding;
GLenum usage;
uint64_t command_fence_id;
};
static inline GLuint wined3d_bo_gl_id(uintptr_t bo)
@ -1842,6 +1844,8 @@ void wined3d_fence_destroy(struct wined3d_fence *fence) DECLSPEC_HIDDEN;
void wined3d_fence_issue(struct wined3d_fence *fence, struct wined3d_device *device) DECLSPEC_HIDDEN;
enum wined3d_fence_result wined3d_fence_wait(const struct wined3d_fence *fence,
struct wined3d_device *device) DECLSPEC_HIDDEN;
enum wined3d_fence_result wined3d_fence_test(const struct wined3d_fence *fence,
struct wined3d_device *device, DWORD flags) DECLSPEC_HIDDEN;
/* Direct3D terminology with little modifications. We do not have an issued
* state because only the driver knows about it, but we have a created state
@ -2105,10 +2109,6 @@ struct wined3d_context
struct wined3d_stream_info stream_info;
/* Fences for GL_APPLE_flush_buffer_range */
struct wined3d_fence *buffer_fences[MAX_ATTRIBS];
unsigned int buffer_fence_count;
unsigned int viewport_count;
unsigned int scissor_rect_count;
};
@ -2127,6 +2127,12 @@ void context_update_stream_info(struct wined3d_context *context, const struct wi
HRESULT wined3d_context_no3d_init(struct wined3d_context *context_no3d,
struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
struct wined3d_command_fence_gl
{
uint64_t id;
struct wined3d_fence *fence;
};
struct wined3d_context_gl
{
struct wined3d_context c;
@ -2214,6 +2220,13 @@ struct wined3d_context_gl
GLfloat colour[4], fog_start, fog_end, fog_colour[4];
GLuint dummy_arbfp_prog;
struct
{
struct wined3d_command_fence_gl *fences;
SIZE_T fences_size;
SIZE_T fence_count;
} submitted;
};
static inline struct wined3d_context_gl *wined3d_context_gl(struct wined3d_context *context)
@ -2287,6 +2300,7 @@ struct wined3d_context_gl *wined3d_context_gl_reacquire(struct wined3d_context_g
void wined3d_context_gl_release(struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
BOOL wined3d_context_gl_set_current(struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
void wined3d_context_gl_set_draw_buffer(struct wined3d_context_gl *context_gl, GLenum buffer) DECLSPEC_HIDDEN;
void wined3d_context_gl_submit_command_fence(struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
void wined3d_context_gl_texture_update(struct wined3d_context_gl *context_gl,
const struct wined3d_texture_gl *texture_gl) DECLSPEC_HIDDEN;
void wined3d_context_gl_unload_tex_coords(const struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
@ -2294,6 +2308,7 @@ void wined3d_context_gl_unmap_bo_address(struct wined3d_context_gl *context_gl,
unsigned int range_count, const struct wined3d_range *ranges) DECLSPEC_HIDDEN;
void wined3d_context_gl_update_stream_sources(struct wined3d_context_gl *context_gl,
const struct wined3d_state *state) DECLSPEC_HIDDEN;
void wined3d_context_gl_wait_command_fence(struct wined3d_context_gl *context_gl, uint64_t id) DECLSPEC_HIDDEN;
struct wined3d_command_buffer_vk
{
@ -3803,6 +3818,9 @@ struct wined3d_device_gl
/* Textures for when no other textures are bound. */
struct wined3d_dummy_textures dummy_textures;
uint64_t completed_fence_id;
uint64_t current_fence_id;
};
static inline struct wined3d_device_gl *wined3d_device_gl(struct wined3d_device *device)
@ -4789,7 +4807,6 @@ struct wined3d_buffer
struct wined3d_range *maps;
SIZE_T maps_size, modified_areas;
struct wined3d_fence *fence;
/* conversion stuff */
UINT decl_change_count, full_conversion_count;
@ -6298,6 +6315,13 @@ static inline bool wined3d_primitive_type_is_list(enum wined3d_primitive_type t)
|| t == WINED3D_PT_PATCH;
}
static inline void wined3d_context_gl_reference_bo(struct wined3d_context_gl *context_gl, struct wined3d_bo_gl *bo_gl)
{
struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
bo_gl->command_fence_id = device_gl->current_fence_id;
}
/* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
#define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"