Commit Graph

10677 Commits

Author SHA1 Message Date
Zebediah Figura 81068b89d8 wined3d: Introduce a wined3d_texture_update_sub_resource() helper.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-21 22:33:54 +01:00
Zebediah Figura 5dd3b178ce wined3d: Set a valid map pointer in adapter_gl_alloc_bo() if possible.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-18 22:10:47 +01:00
Zebediah Figura 83fc1807f9 wined3d: Treat NOOVERWRITE maps on a previously discarded buffer as if they were DISCARD maps.
For the purposes of wined3d_cs_map_upload_bo().

That is, if a buffer was just created or just discarded [e.g. with
wined3d_device_evict_managed_resources()], and then subsequently mapped with
WINED3D_MAP_NOOVERWRITE, treat it as if it had been mapped with
WINED3D_MAP_DISCARD instead, thus allowing the adapter_alloc_upload_bo callback
to allocate a new buffer from the client thread.

This was the source of a bunch of stalls in Grand Theft Auto V, although it's
hard to measure a difference in performance.

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-18 22:10:47 +01:00
Zebediah Figura 1b1b03055d wined3d: Try to allocate new OpenGL BOs from the client thread for DISCARD maps.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-18 22:10:47 +01:00
Zebediah Figura f257daf390 wined3d: Do not allocate upload bufers for resources pinned to system memory.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-18 22:10:47 +01:00
Zebediah Figura c724df3b8e wined3d: Move the "pin sysmem" flag to struct wined3d_resource.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-18 22:10:47 +01:00
Zebediah Figura 4f54f4591a wined3d: Protect wined3d_chunk_gl map fields with a mutex.
Parallel to a5efc1d5e0. Unlike with the Vulkan
backend, we cannot map chunks from the client thread, but we can access the
mapped pointer and increase the map count of already mapped chunks.

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-17 18:57:27 +01:00
Zebediah Figura ec5a71068b wined3d: Don't use persistent BOs from the client thread if we might need to do vertex attribute conversion.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-16 22:05:33 +01:00
Zebediah Figura 95173d6f65 wined3d: Allow passing a NULL context to wined3d_device_gl_create_bo().
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-16 22:05:33 +01:00
Zebediah Figura 4a3cefab75 wined3d: Protect access to the OpenGL wined3d_allocator with a critical section.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-16 22:05:33 +01:00
Zebediah Figura 7c16fb7ce3 wined3d: Pass a wined3d_device_gl pointer to wined3d_context_gl_create_bo().
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-16 22:05:33 +01:00
Connor McAdams 0dcdfae29a wined3d: Fix comment in wined3d_texture_vk_download_data().
For download, vkCmdCopyImageToBuffer() is used, not
vkCmdCopyBufferToImage().

Signed-off-by: Connor McAdams <cmcadams@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-15 22:59:53 +01:00
Zebediah Figura 57c58c46bb wined3d: Use wined3d_context_copy_bo_address() to download buffer ranges.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-15 22:59:53 +01:00
Zebediah Figura bf5ae2a3a0 wined3d: Use wined3d_context_copy_bo_address() to upload buffer ranges.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-15 22:59:52 +01:00
Zebediah Figura 9f8b5670e4 wined3d: Pass a wined3d_range array to wined3d_context_copy_bo_address().
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-15 22:59:52 +01:00
Zebediah Figura a2653a9455 wined3d: Move struct wined3d_buffer_ops to buffer.c.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-15 22:59:52 +01:00
Zebediah Figura 30d670a7b9 wined3d: Allow NOOVERWRITE maps to be accelerated on 32-bit architectures.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-14 21:20:42 +01:00
Zebediah Figura 831ff10200 wined3d: Keep a client reference count for the BO map pointer.
Currently this has no effect. Depending on whether wined3d_map_persistent()
returns true, either the client thread doesn't access the map pointer outside of
d3d map requests, or the BO is never unmapped. However, we'd like to be able to
let NOOVERWRITE maps be accelerated while still being able to unmap arbitrary
BOs at arbitrary times from the CS thread.

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-14 21:20:42 +01:00
Henri Verbeet a13fc3bb7e wined3d: Use the chunk allocator for GL vertex buffers.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-14 21:20:42 +01:00
Zebediah Figura eb90d5db4f wined3d: Allow up to 128 MiB of persistently mapped memory on 32-bit architectures.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-14 21:20:42 +01:00
Paul Gofman b36e4cfe2d wined3d: Clear GL backbuffer in wined3d_context_gl_init().
Signed-off-by: Paul Gofman <pgofman@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-14 21:20:42 +01:00
Jan Sikorski 9a799898a1 wined3d: Avoid waiting for a command buffer to finish executing to read off its queries.
Some games wait for query results on the frame executing the query,
expecting that enough time have passed for it to be available. By
requiring that the entire command buffer is done, we risk stalling the
whole frame if it wasn't flushed along the way. This patch drops this
requirement.

Mainly, we need to ensure that we don't call vkGetQueryPoolResults()
before the reset command is executed, and accidentally retrieve result
from previous usage. Using host query reset doesn't quite solve the
problem, as it might get called too early, if the application decides to
reuse a query without waiting for results. Besides, we want to support
devices where host query reset is not available.

To make it work, when a Vulkan query is no longer needed, we queue it
for resetting at command buffer submission time, and only mark it free
for reuse after this command buffer is finished executing.

Signed-off-by: Jan Sikorski <jsikorski@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-11 17:13:10 +01:00
Jan Sikorski 8981c32fa2 wined3d: Reinitialize query pool's free list entry when it runs out.
We check if it's empty to put it back in.

Signed-off-by: Jan Sikorski <jsikorski@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-11 17:12:33 +01:00
Zebediah Figura 626dc29ae2 wined3d: Always submit UPDATE_SUB_RESOURCE ops when uploading if not mapping persistently.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-11 17:08:27 +01:00
Zebediah Figura f30d3ac214 wined3d: Introduce wined3d_lock_init() and wined3d_lock_cleanup() helpers.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-11 17:08:22 +01:00
Zebediah Figura d53f9d5f88 wined3d: Always set map_ptr for mapped OpenGL BOs.
Regardless of whether we are mapping persistently. Matches the Vulkan backend.

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-11 17:08:05 +01:00
Jan Sikorski b33a5b34b7 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>
2022-02-11 17:07:58 +01:00
Paul Gofman 2435f116c3 wined3d: Use StretchBlt() in swapchain_blit_gdi().
Signed-off-by: Paul Gofman <pgofman@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-11 17:07:48 +01:00
Zebediah Figura d9e8f4b458 wined3d: Call wined3d_context_unmap_bo_address() when updating a buffer BO.
That is, don't just flush it, but unmap it as well.

As of d8e8ab21c0, we can get here even when
!wined3d_map_persistent(). Thus we currently end up leaving BOs mapped when
performing an accelerated DISCARD map. Try to avoid that.

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-10 18:09:36 +01:00
Zebediah Figura 28285f1e76 wined3d: Set resource->client.addr in buffer_resource_sub_resource_map() only if persistently mapping.
Be consistent with wined3d_cs_map_upload_bo(). This may change in the future,
but for now we depend on this logic in the Vulkan backend.

This fixes test_dynamic_map_synchronization() on 32-bit architectures with the
Vulkan backend, which is currently broken because we try to perform accelerated
NOOVERWRITE maps while unmapping the same BOs.

Fixes: d8e8ab21c0
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-10 18:09:30 +01:00
Zebediah Figura 06e178e87f wined3d: Initialize map_ptr to NULL in wined3d_context_vk_create_slab_bo().
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-10 18:09:26 +01:00
Matteo Bruni ee78b46e8a wined3d: Skip non-color outputs in SM4 shader output mapping.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-09 20:08:27 +01:00
Matteo Bruni 84dcf5279f wined3d: Improve comment in wined3d_query_vk_issue().
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-09 20:08:21 +01:00
Zebediah Figura 86f0ae8efb wined3d: Use the chunk allocator for GL uniform buffers.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-09 20:08:02 +01:00
Zebediah Figura b208711214 wined3d: Use the chunk allocator for GL texture buffers.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-09 20:07:59 +01:00
Zebediah Figura 1e72b622f0 wined3d: Use the chunk allocator for GL pixel unpack buffers.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-08 20:24:15 +01:00
Zebediah Figura 5fb6d5cc31 wined3d: Use the chunk allocator for GL atomic counter buffers.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-08 20:24:14 +01:00
Henri Verbeet 7c844cd3c9 wined3d: Use the chunk allocator for GL indirect draw buffers.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-08 20:24:14 +01:00
Henri Verbeet 576e44e040 wined3d: Use wined3d_bit_scan() in shader_arb_generate_pshader().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-01 20:36:04 +01:00
Henri Verbeet 59b06fdb43 wined3d: Use wined3d_bit_scan() in shader_generate_arb_declarations().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-02-01 20:36:01 +01:00
Zebediah Figura d8e8ab21c0 wined3d: Allow DISCARD maps to be accelerated even on 32-bit architectures.
We will still block on a subsequent NOOVERWRITE map, so in practice this
probably doesn't remove any bottlenecks. However, it leads to clearer code, and
it matches what will need to be done for textures.

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-01-31 18:38:55 +01:00
Henri Verbeet 01bd9a7028 wined3d: Introduce a wined3d_bo_gl_unmap() helper.
Mirroring wined3d_bo_vk_unmap().

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-01-31 18:38:55 +01:00
Zebediah Figura 1af6cb07b2 wined3d: Introduce WINED3D_LOCATION_CLEARED and use it for the initial state of buffers.
The practical effect of this is to defer clearing buffers until they are used.
Under normal circumstances the buffer will be initially discarded, in which
case we need not clear it at all, and may even avoid ever allocating sysmem.

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-01-28 21:10:21 +01:00
Zebediah Figura 6b96021a1c wined3d: Prefer mapping a BO if the buffer has WINED3D_BUFFER_USE_BO set.
Instead of checking whether a BO already exists.

This will end up allocating a BO earlier in some cases. This is not particularly
impactful by itself, since we already would have sysmem available and thus could
use it without a performance penalty. However, we would like to avoid ever
allocating sysmem where not necessary, in particular by deferring allocation of
any location at all until the resource is written to.

This also has the side effect of fixing test_map_synchronization() on 64-bit
architectures, broken since 194b47b4fd. The test
creates a buffer, maps it once, then maps it again with NOOVERWRITE while the
GPU is still drawing, expecting the new data to be read by the GPU during the
draw. On 32-bit machines, and 64-bit machines before the offending commit, we do
the following:

First map: uses SYSMEM since the BO is not created yet
Draw: upload to VBO
Second map: map the existing VBO with GL_MAP_UNSYNCHRONIZED_BIT

After 194b47b4fd, we don't use GL_MAP_UNSYNCHRONIZED_BIT since the buffer has
READ access, which means that the second map will be synchronized and wait for
the draw to complete.

After this patch, we do the following:

First map: create and map a VBO (not unsynchronized, but coherent and
persistently mapped)
Draw: use mapped VBO
Second map: write to existing (coherent) VBO, which is unsynchronized

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-01-28 21:10:21 +01:00
Zebediah Figura 287bfc7758 wined3d: Use wined3d_buffer_load_location() in wined3d_buffer_get_memory().
wined3d_buffer_load_location() can handle loading from
WINED3D_LOCATION_DISCARDED just fine, so use it instead of duplicating the
functionality here.

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-01-28 21:10:21 +01:00
Henri Verbeet 837e605076 wined3d: Use wined3d_bit_scan() in shader_arb_load_np2fixup_constants().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-01-28 21:10:21 +01:00
Henri Verbeet 4946471bec wined3d: Use wined3d_bit_scan() in shader_glsl_generate_fragment_shader().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-01-28 21:10:21 +01:00
Henri Verbeet 1a7dbab1c4 wined3d: Use wined3d_bit_scan() in shader_generate_glsl_declarations().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-01-28 21:10:21 +01:00
Henri Verbeet bbb7d41eae wined3d: Use wined3d_bit_scan() in shader_glsl_load_constantsB().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-01-28 21:10:21 +01:00
Henri Verbeet 6f150854e7 wined3d: Use wined3d_bit_scan() in shader_glsl_load_constants_i().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-01-28 21:10:21 +01:00