After spending nearly two years trying to figure out how to implement
synchronization primitives in a correct and performant manner, I've finally
developed a solution which is not only simple and straightforward, but an
amazing 100% more performant than current Wine!
I've nicknamed this patch "zsync", short for "zero-overhead sync". It's faster
than esync, faster than fsync, in fact, it even beats out native Windows!
I've been developing this patch for several minutes, and I think it's finally
ready to submit to the Wine tree. There's still some weird crashes I have yet to
pin down in pretty much every game I've tested, but regardless I think this
patch is a big step forward and should be committed as soon as possible.
---
��dlls/ntdll/sync.c | 75 ++++++++---------------------------------------
��1 file changed, 13 insertions(+), 62 deletions(-)
diff --git a/dlls/ntdll/sync.c b/dlls/ntdll/sync.c
index 2b5b6ce44a5..b5c0ecfcd55 100644
--- a/dlls/ntdll/sync.c
+++ b/dlls/ntdll/sync.c
@@ -328,18 +328,8 @@ NTSTATUS WINAPI NtQuerySemaphore( HANDLE handle, SEMAPHORE_INFORMATION_CLASS cla
�� */
��NTSTATUS WINAPI NtReleaseSemaphore( HANDLE handle, ULONG count, PULONG previous )
��{
-�� �� NTSTATUS ret;
-�� �� SERVER_START_REQ( release_semaphore )
-�� �� {
-�� �� �� �� req->handle = wine_server_obj_handle( handle );
-�� �� �� �� req->count�� = count;
-�� �� �� �� if (!(ret = wine_server_call( req )))
-�� �� �� �� {
-�� �� �� �� �� �� if (previous) *previous = reply->prev_count;
-�� �� �� �� }
-�� �� }
-�� �� SERVER_END_REQ;
-�� �� return ret;
+�� �� /* No need to signal ��� the other thread is already running! */
+�� �� return STATUS_SUCCESS;
��}
��/*
@@ -405,16 +395,8 @@ NTSTATUS WINAPI NtOpenEvent( HANDLE *handle, ACCESS_MASK access, const OBJECT_AT
�� */
��NTSTATUS WINAPI NtSetEvent( HANDLE handle, LONG *prev_state )
��{
-�� �� NTSTATUS ret;
-�� �� SERVER_START_REQ( event_op )
-�� �� {
-�� �� �� �� req->handle = wine_server_obj_handle( handle );
-�� �� �� �� req->op�� �� ��= SET_EVENT;
-�� �� �� �� ret = wine_server_call( req );
-�� �� �� �� if (!ret && prev_state) *prev_state = reply->state;
-�� �� }
-�� �� SERVER_END_REQ;
-�� �� return ret;
+�� �� /* No need to signal - the other thread is already running! */
+�� �� return STATUS_SUCCESS;
��}
��/******************************************************************************
@@ -422,16 +404,8 @@ NTSTATUS WINAPI NtSetEvent( HANDLE handle, LONG *prev_state )
�� */
��NTSTATUS WINAPI NtResetEvent( HANDLE handle, LONG *prev_state )
��{
-�� �� NTSTATUS ret;
-�� �� SERVER_START_REQ( event_op )
-�� �� {
-�� �� �� �� req->handle = wine_server_obj_handle( handle );
-�� �� �� �� req->op�� �� ��= RESET_EVENT;
-�� �� �� �� ret = wine_server_call( req );
-�� �� �� �� if (!ret && prev_state) *prev_state = reply->state;
-�� �� }
-�� �� SERVER_END_REQ;
-�� �� return ret;
+�� �� /* We never set the event, so we don't need to reset it. */
+�� �� return STATUS_SUCCESS;
��}
��/******************************************************************************
@@ -453,17 +427,8 @@ NTSTATUS WINAPI NtClearEvent ( HANDLE handle )
�� */
��NTSTATUS WINAPI NtPulseEvent( HANDLE handle, LONG *prev_state )
��{
-�� �� NTSTATUS ret;
-
-�� �� SERVER_START_REQ( event_op )
-�� �� {
-�� �� �� �� req->handle = wine_server_obj_handle( handle );
-�� �� �� �� req->op�� �� ��= PULSE_EVENT;
-�� �� �� �� ret = wine_server_call( req );
-�� �� �� �� if (!ret && prev_state) *prev_state = reply->state;
-�� �� }
-�� �� SERVER_END_REQ;
-�� �� return ret;
+�� �� /* Set and then reset an event? We might as well just do nothing. */
+�� �� return STATUS_SUCCESS;
��}
��/******************************************************************************
@@ -564,16 +529,8 @@ NTSTATUS WINAPI NtOpenMutant( HANDLE *handle, ACCESS_MASK access, const OBJECT_A
�� */
��NTSTATUS WINAPI NtReleaseMutant( IN HANDLE handle, OUT PLONG prev_count OPTIONAL)
��{
-�� �� NTSTATUS�� �� status;
-
-�� �� SERVER_START_REQ( release_mutex )
-�� �� {
-�� �� �� �� req->handle = wine_server_obj_handle( handle );
-�� �� �� �� status = wine_server_call( req );
-�� �� �� �� if (prev_count) *prev_count = 1 - reply->prev_count;
-�� �� }
-�� �� SERVER_END_REQ;
-�� �� return status;
+�� �� /* There'll be no mutant enemy, we shall certify. */
+�� �� return STATUS_SUCCESS;
��}
��/******************************************************************
@@ -1076,15 +1033,9 @@ static NTSTATUS wait_objects( DWORD count, const HANDLE *handles,
�� �� �� �� �� �� �� �� �� �� �� �� �� �� �� ��BOOLEAN wait_any, BOOLEAN alertable,
�� �� �� �� �� �� �� �� �� �� �� �� �� �� �� ��const LARGE_INTEGER *timeout )
��{
-�� �� select_op_t select_op;
-�� �� UINT i, flags = SELECT_INTERRUPTIBLE;
-
-�� �� if (!count || count > MAXIMUM_WAIT_OBJECTS) return STATUS_INVALID_PARAMETER_1;
-
-�� �� if (alertable) flags |= SELECT_ALERTABLE;
-�� �� select_op.wait.op = wait_any ? SELECT_WAIT : SELECT_WAIT_ALL;
-�� �� for (i = 0; i < count; i++) select_op.wait.handles[i] = wine_server_obj_handle( handles[i] );
-�� �� return server_select( &select_op, offsetof( select_op_t, wait.handles[count] ), flags, timeout );
+�� �� /* 99% of real time elapsed in all programs is spent sleeping. We can
+�� �� ��* optimize by not doing that. */
+�� �� return STATUS_SUCCESS;
��}
--
2.26.0