About time!
After years of sluggish performance, i am finally able to play Solitaire with OVER 9000! fps!
Sveinar
On 01.04.2020 07:13, Zebediah Figura wrote:
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; }