wined3d: Avoid read-to-read resource barriers.
Guard against the most recent write operation instead. Accumulate read bindings to a) not issue unnecessary barriers when a resource has multiple read-only usages, and b) synchronize with all previous read bindings when writing. This is motivated by an issue where a program using a single buffer to store both indices and vertex attributes causes superfluous barriers on each draw call. Signed-off-by: Jan Sikorski <jsikorski@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1582,22 +1582,38 @@ HRESULT wined3d_buffer_vk_init(struct wined3d_buffer_vk *buffer_vk, struct wined
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void wined3d_buffer_vk_barrier(struct wined3d_buffer_vk *buffer_vk,
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struct wined3d_context_vk *context_vk, uint32_t bind_mask)
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{
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uint32_t src_bind_mask = 0;
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TRACE("buffer_vk %p, context_vk %p, bind_mask %s.\n",
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buffer_vk, context_vk, wined3d_debug_bind_flags(bind_mask));
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if (buffer_vk->bind_mask && buffer_vk->bind_mask != bind_mask)
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if (bind_mask & ~WINED3D_READ_ONLY_BIND_MASK)
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{
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src_bind_mask = buffer_vk->bind_mask & WINED3D_READ_ONLY_BIND_MASK;
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if (!src_bind_mask)
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src_bind_mask = buffer_vk->bind_mask;
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buffer_vk->bind_mask = bind_mask;
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}
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else if ((buffer_vk->bind_mask & bind_mask) != bind_mask)
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{
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src_bind_mask = buffer_vk->bind_mask & ~WINED3D_READ_ONLY_BIND_MASK;
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buffer_vk->bind_mask |= bind_mask;
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}
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if (src_bind_mask)
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{
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const struct wined3d_vk_info *vk_info = context_vk->vk_info;
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VkBufferMemoryBarrier vk_barrier;
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TRACE(" %s -> %s.\n",
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wined3d_debug_bind_flags(buffer_vk->bind_mask), wined3d_debug_bind_flags(bind_mask));
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wined3d_debug_bind_flags(src_bind_mask), wined3d_debug_bind_flags(bind_mask));
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wined3d_context_vk_end_current_render_pass(context_vk);
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vk_barrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
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vk_barrier.pNext = NULL;
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vk_barrier.srcAccessMask = vk_access_mask_from_bind_flags(buffer_vk->bind_mask);
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vk_barrier.srcAccessMask = vk_access_mask_from_bind_flags(src_bind_mask);
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vk_barrier.dstAccessMask = vk_access_mask_from_bind_flags(bind_mask);
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vk_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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vk_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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@ -1605,11 +1621,10 @@ void wined3d_buffer_vk_barrier(struct wined3d_buffer_vk *buffer_vk,
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vk_barrier.offset = buffer_vk->bo.buffer_offset;
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vk_barrier.size = buffer_vk->b.resource.size;
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VK_CALL(vkCmdPipelineBarrier(wined3d_context_vk_get_command_buffer(context_vk),
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vk_pipeline_stage_mask_from_bind_flags(buffer_vk->bind_mask),
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vk_pipeline_stage_mask_from_bind_flags(src_bind_mask),
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vk_pipeline_stage_mask_from_bind_flags(bind_mask),
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0, 0, NULL, 1, &vk_barrier, 0, NULL));
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}
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buffer_vk->bind_mask = bind_mask;
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}
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HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, const struct wined3d_buffer_desc *desc,
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@ -5244,15 +5244,31 @@ HRESULT wined3d_texture_vk_init(struct wined3d_texture_vk *texture_vk, struct wi
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void wined3d_texture_vk_barrier(struct wined3d_texture_vk *texture_vk,
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struct wined3d_context_vk *context_vk, uint32_t bind_mask)
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{
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VkImageSubresourceRange vk_range;
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uint32_t src_bind_mask = 0;
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TRACE("texture_vk %p, context_vk %p, bind_mask %s.\n",
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texture_vk, context_vk, wined3d_debug_bind_flags(bind_mask));
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if (texture_vk->bind_mask && texture_vk->bind_mask != bind_mask)
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if (bind_mask & ~WINED3D_READ_ONLY_BIND_MASK)
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{
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src_bind_mask = texture_vk->bind_mask & WINED3D_READ_ONLY_BIND_MASK;
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if (!src_bind_mask)
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src_bind_mask = texture_vk->bind_mask;
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texture_vk->bind_mask = bind_mask;
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}
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else if ((texture_vk->bind_mask & bind_mask) != bind_mask)
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{
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src_bind_mask = texture_vk->bind_mask & ~WINED3D_READ_ONLY_BIND_MASK;
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texture_vk->bind_mask |= bind_mask;
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}
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if (src_bind_mask)
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{
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VkImageSubresourceRange vk_range;
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TRACE(" %s -> %s.\n",
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wined3d_debug_bind_flags(texture_vk->bind_mask), wined3d_debug_bind_flags(bind_mask));
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wined3d_debug_bind_flags(src_bind_mask), wined3d_debug_bind_flags(bind_mask));
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vk_range.aspectMask = vk_aspect_mask_from_format(texture_vk->t.resource.format);
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vk_range.baseMipLevel = 0;
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@ -5261,12 +5277,11 @@ void wined3d_texture_vk_barrier(struct wined3d_texture_vk *texture_vk,
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vk_range.layerCount = VK_REMAINING_ARRAY_LAYERS;
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wined3d_context_vk_image_barrier(context_vk, wined3d_context_vk_get_command_buffer(context_vk),
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vk_pipeline_stage_mask_from_bind_flags(texture_vk->bind_mask),
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vk_pipeline_stage_mask_from_bind_flags(src_bind_mask),
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vk_pipeline_stage_mask_from_bind_flags(bind_mask),
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vk_access_mask_from_bind_flags(texture_vk->bind_mask), vk_access_mask_from_bind_flags(bind_mask),
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vk_access_mask_from_bind_flags(src_bind_mask), vk_access_mask_from_bind_flags(bind_mask),
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texture_vk->layout, texture_vk->layout, texture_vk->image.vk_image, &vk_range);
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}
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texture_vk->bind_mask = bind_mask;
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}
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static void ffp_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
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@ -310,6 +310,9 @@ struct min_lookup
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extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
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extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
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static const uint32_t WINED3D_READ_ONLY_BIND_MASK = WINED3D_BIND_VERTEX_BUFFER | WINED3D_BIND_INDEX_BUFFER
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| WINED3D_BIND_CONSTANT_BUFFER | WINED3D_BIND_SHADER_RESOURCE | WINED3D_BIND_INDIRECT_BUFFER;
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GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN;
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VkAccessFlags vk_access_mask_from_bind_flags(uint32_t bind_flags) DECLSPEC_HIDDEN;
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VkCompareOp vk_compare_op_from_wined3d(enum wined3d_cmp_func op) DECLSPEC_HIDDEN;
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