wined3d: Use a separate heap for deferred resource upload buffers.

Significantly reduces global heap lock contention in some games.

Signed-off-by: Jan Sikorski <jsikorski@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Jan Sikorski 2022-02-11 13:43:27 +01:00 committed by Alexandre Julliard
parent 2435f116c3
commit b33a5b34b7
1 changed files with 18 additions and 8 deletions

View File

@ -49,6 +49,7 @@ struct wined3d_command_list
SIZE_T data_size;
void *data;
HANDLE upload_heap;
SIZE_T resource_count;
struct wined3d_resource **resources;
@ -3979,6 +3980,7 @@ static void wined3d_cs_packet_incref_objects(struct wined3d_cs_packet *packet)
struct wined3d_deferred_context
{
struct wined3d_device_context c;
HANDLE upload_heap;
SIZE_T data_size, data_capacity;
void *data;
@ -4108,7 +4110,15 @@ static bool wined3d_deferred_context_map_upload_bo(struct wined3d_device_context
deferred->upload_count + 1, sizeof(*deferred->uploads)))
return false;
if (!(sysmem = heap_alloc(size + RESOURCE_ALIGNMENT - 1)))
if (!deferred->upload_heap)
deferred->upload_heap = HeapCreate(HEAP_NO_SERIALIZE, 0, 0);
if (!deferred->upload_heap)
{
ERR("Failed to create upload heap.\n");
return false;
}
if (!(sysmem = HeapAlloc(deferred->upload_heap, 0, size + RESOURCE_ALIGNMENT - 1)))
return false;
upload = &deferred->uploads[deferred->upload_count++];
@ -4253,10 +4263,9 @@ void CDECL wined3d_deferred_context_destroy(struct wined3d_device_context *conte
heap_free(deferred->resources);
for (i = 0; i < deferred->upload_count; ++i)
{
wined3d_resource_decref(deferred->uploads[i].resource);
heap_free(deferred->uploads[i].sysmem);
}
if (deferred->upload_heap)
HeapDestroy(deferred->upload_heap);
heap_free(deferred->uploads);
for (i = 0; i < deferred->command_list_count; ++i)
@ -4341,6 +4350,9 @@ HRESULT CDECL wined3d_deferred_context_record_command_list(struct wined3d_device
deferred->command_list_count = 0;
deferred->query_count = 0;
object->upload_heap = deferred->upload_heap;
deferred->upload_heap = 0;
/* This is in fact recorded into a subsequent command list. */
if (restore)
wined3d_device_context_set_state(&deferred->c, deferred->c.state);
@ -4357,13 +4369,11 @@ HRESULT CDECL wined3d_deferred_context_record_command_list(struct wined3d_device
static void wined3d_command_list_destroy_object(void *object)
{
struct wined3d_command_list *list = object;
SIZE_T i;
TRACE("list %p.\n", list);
for (i = 0; i < list->upload_count; ++i)
heap_free(list->uploads[i].sysmem);
if (list->upload_heap)
HeapDestroy(list->upload_heap);
heap_free(list);
}