This makes event results available sooner, i.e. after they are executed by the GPU, and also moves the polling from CS to application's thread.
Signed-off-by: Jan Sikorski jsikorski@codeweavers.com --- I thought event queries may be implicated in some of the hitching during resource updates, but I haven't measured any concrete improvements. Still, it seems preferable to have this kind of implementation. --- dlls/wined3d/context_vk.c | 30 +++++++++++++ dlls/wined3d/query.c | 79 +++++++++++++++++++++------------- dlls/wined3d/wined3d_private.h | 5 +++ 3 files changed, 83 insertions(+), 31 deletions(-)
diff --git a/dlls/wined3d/context_vk.c b/dlls/wined3d/context_vk.c index b3dd557c0ec..b4d12d838f1 100644 --- a/dlls/wined3d/context_vk.c +++ b/dlls/wined3d/context_vk.c @@ -930,6 +930,31 @@ void wined3d_context_vk_destroy_vk_sampler(struct wined3d_context_vk *context_vk o->command_buffer_id = command_buffer_id; }
+void wined3d_context_vk_destroy_vk_event(struct wined3d_context_vk *context_vk, + VkEvent vk_event, uint64_t command_buffer_id) +{ + struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); + const struct wined3d_vk_info *vk_info = context_vk->vk_info; + struct wined3d_retired_object_vk *o; + + if (context_vk->completed_command_buffer_id > command_buffer_id) + { + VK_CALL(vkDestroyEvent(device_vk->vk_device, vk_event, NULL)); + TRACE("Destroyed event 0x%s.\n", wine_dbgstr_longlong(vk_event)); + return; + } + + if (!(o = wined3d_context_vk_get_retired_object_vk(context_vk))) + { + ERR("Leaking event 0x%s.\n", wine_dbgstr_longlong(vk_event)); + return; + } + + o->type = WINED3D_RETIRED_EVENT_VK; + o->u.vk_event = vk_event; + o->command_buffer_id = command_buffer_id; +} + void wined3d_context_vk_destroy_image(struct wined3d_context_vk *context_vk, struct wined3d_image_vk *image) { wined3d_context_vk_destroy_vk_image(context_vk, image->vk_image, image->command_buffer_id); @@ -1083,6 +1108,11 @@ static void wined3d_context_vk_cleanup_resources(struct wined3d_context_vk *cont TRACE("Destroyed sampler 0x%s.\n", wine_dbgstr_longlong(o->u.vk_sampler)); break;
+ case WINED3D_RETIRED_EVENT_VK: + VK_CALL(vkDestroyEvent(device_vk->vk_device, o->u.vk_event, NULL)); + TRACE("Destroyed event 0x%s.\n", wine_dbgstr_longlong(o->u.vk_event)); + break; + default: ERR("Unhandled object type %#x.\n", o->type); break; diff --git a/dlls/wined3d/query.c b/dlls/wined3d/query.c index b25ce0f1d7c..38d5f90c9d3 100644 --- a/dlls/wined3d/query.c +++ b/dlls/wined3d/query.c @@ -1737,6 +1737,8 @@ static void wined3d_query_vk_destroy(struct wined3d_query *query) wined3d_query_vk_remove_pending_queries(context_vk, query_vk); if (query_vk->pool_idx.pool_vk) wined3d_query_pool_vk_mark_complete(query_vk->pool_idx.pool_vk, query_vk->pool_idx.idx, context_vk); + if (query_vk->vk_event) + wined3d_context_vk_destroy_vk_event(context_vk, query_vk->vk_event, query_vk->command_buffer_id); context_release(&context_vk->c); heap_free(query_vk->pending); heap_free(query_vk); @@ -1751,50 +1753,67 @@ static const struct wined3d_query_ops wined3d_query_vk_ops =
static BOOL wined3d_query_event_vk_poll(struct wined3d_query *query, uint32_t flags) { + struct wined3d_device_vk *device_vk = wined3d_device_vk(query->device); struct wined3d_query_vk *query_vk = wined3d_query_vk(query); - struct wined3d_context_vk *context_vk; - BOOL *signalled; - - context_vk = wined3d_context_vk(context_acquire(query->device, NULL, 0)); - - signalled = (BOOL *)query->data; - if (flags & WINED3DGETDATA_FLUSH) - wined3d_context_vk_submit_command_buffer(context_vk, 0, NULL, NULL, 0, NULL); - if (query_vk->command_buffer_id == context_vk->current_command_buffer.id) - { - context_release(&context_vk->c); - return *signalled = FALSE; - } - - if (query_vk->command_buffer_id > context_vk->completed_command_buffer_id) - wined3d_context_vk_poll_command_buffers(context_vk); - *signalled = context_vk->completed_command_buffer_id >= query_vk->command_buffer_id; - - context_release(&context_vk->c); + const struct wined3d_vk_info *vk_info = &device_vk->vk_info; + BOOL signalled;
- return *signalled; + signalled = VK_CALL(vkGetEventStatus(device_vk->vk_device, query_vk->vk_event)) + == VK_EVENT_SET; + if (!signalled && (flags & WINED3DGETDATA_FLUSH) && !query->device->cs->queries_flushed) + query->device->cs->c.ops->flush(&query->device->cs->c); + return *(BOOL *)query->data = signalled; }
static BOOL wined3d_query_event_vk_issue(struct wined3d_query *query, uint32_t flags) { struct wined3d_device_vk *device_vk = wined3d_device_vk(query->device); + const struct wined3d_vk_info *vk_info = &device_vk->vk_info; struct wined3d_query_vk *query_vk = wined3d_query_vk(query); struct wined3d_context_vk *context_vk; + VkEventCreateInfo create_info; + VkResult vr;
TRACE("query %p, flags %#x.\n", query, flags);
if (flags & WINED3DISSUE_END) { context_vk = wined3d_context_vk(context_acquire(&device_vk->d, NULL, 0)); + wined3d_context_vk_end_current_render_pass(context_vk); + + if (query_vk->vk_event) + { + if (query_vk->command_buffer_id > context_vk->completed_command_buffer_id) + { + /* Cannot reuse this event, as it may still get signalled by previous usage. */ + /* Throw it away and create a new one, but if that happens a lot we may want to pool instead. */ + wined3d_context_vk_destroy_vk_event(context_vk, query_vk->vk_event, query_vk->command_buffer_id); + query_vk->vk_event = VK_NULL_HANDLE; + } + else + { + VK_CALL(vkResetEvent(device_vk->vk_device, query_vk->vk_event)); + } + } + + if (!query_vk->vk_event) + { + create_info.sType = VK_STRUCTURE_TYPE_EVENT_CREATE_INFO; + create_info.pNext = NULL; + create_info.flags = 0; + + vr = VK_CALL(vkCreateEvent(device_vk->vk_device, &create_info, NULL, &query_vk->vk_event)); + if (vr != VK_SUCCESS) + { + ERR("Failed to create Vulkan event, vr %s\n", wined3d_debug_vkresult(vr)); + context_release(&context_vk->c); + return FALSE; + } + } + wined3d_context_vk_reference_query(context_vk, query_vk); - /* Because we don't actually submit any commands to the command buffer - * for event queries, the context's current command buffer may still - * be empty, and we should wait on the preceding command buffer - * instead. That's not merely an optimisation; if the command buffer - * referenced by the query is still empty by the time the application - * waits for it, that wait will never complete. */ - if (!context_vk->current_command_buffer.vk_command_buffer) - --query_vk->command_buffer_id; + VK_CALL(vkCmdSetEvent(wined3d_context_vk_get_command_buffer(context_vk), query_vk->vk_event, + VK_PIPELINE_STAGE_ALL_COMMANDS_BIT)); context_release(&context_vk->c);
return TRUE; @@ -1932,9 +1951,7 @@ HRESULT wined3d_query_vk_create(struct wined3d_device *device, enum wined3d_quer data = query_vk + 1;
wined3d_query_init(&query_vk->q, device, type, data, data_size, ops, parent, parent_ops); - - if (type != WINED3D_QUERY_TYPE_EVENT) - query_vk->q.poll_in_cs = false; + query_vk->q.poll_in_cs = false;
switch (type) { diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index c34fa62a53b..6046753c3d9 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -2102,6 +2102,7 @@ struct wined3d_query_vk uint8_t flags; uint64_t command_buffer_id; uint32_t control_flags; + VkEvent vk_event; SIZE_T pending_count, pending_size; struct wined3d_query_pool_idx_vk *pending; }; @@ -2428,6 +2429,7 @@ enum wined3d_retired_object_type_vk WINED3D_RETIRED_BUFFER_VIEW_VK, WINED3D_RETIRED_IMAGE_VIEW_VK, WINED3D_RETIRED_SAMPLER_VK, + WINED3D_RETIRED_EVENT_VK, };
struct wined3d_retired_object_vk @@ -2450,6 +2452,7 @@ struct wined3d_retired_object_vk VkBufferView vk_buffer_view; VkImageView vk_image_view; VkSampler vk_sampler; + VkEvent vk_event; } u; uint64_t command_buffer_id; }; @@ -2667,6 +2670,8 @@ void wined3d_context_vk_destroy_vk_memory(struct wined3d_context_vk *context_vk, VkDeviceMemory vk_memory, uint64_t command_buffer_id) DECLSPEC_HIDDEN; void wined3d_context_vk_destroy_vk_sampler(struct wined3d_context_vk *context_vk, VkSampler vk_sampler, uint64_t command_buffer_id) DECLSPEC_HIDDEN; +void wined3d_context_vk_destroy_vk_event(struct wined3d_context_vk *context_vk, + VkEvent vk_event, uint64_t command_buffer_id) DECLSPEC_HIDDEN; void wined3d_context_vk_end_current_render_pass(struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN; VkCommandBuffer wined3d_context_vk_get_command_buffer(struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN; struct wined3d_pipeline_layout_vk *wined3d_context_vk_get_pipeline_layout(struct wined3d_context_vk *context_vk,