Hi,
On 23 Feb 2022, at 17:01, Stefan Dösinger stefan@codeweavers.com wrote:
- while (InterlockedCompareExchange(&resource->access_count, 0, 0))
- /* A resource is considered busy between queueing a command that reads it and the execution of that
* command. We use the head and tail pointer of the default CS queue for tracking the access time.
* We can't track commands on the map queue this way. If a map command is handled asynchronously the
* resource fencing needs to be handled some other way.
*
* The queue head and tail will wrap around when the 32 bit ULONG is exhausted. We therefore need to
* handle a few cases:
*
* A...access_time in the resource
* H...queue write head
* T...queue read tail
*
* Case 1:
* |.....T------A-----H..........|
* The resource is busy because the access time is between head and tail. No wrap-around has happened.
*
* Case 2:
* |..A.....T---------H..........|
* The resource is idle, the last command using it has been executed.
*
* Case 3:
* |........T---------H.....A....|
* The resource is idle, the last command using it has been executed and the head and tail have since
* wrapped around.
*
* Case 4:
* |--A---H.................T----|
* Resource is busy, HEAD has wrapped around, tail not yet. Note that Head < Tail
*
* Case 5:
* |------H....A............T----|
* Resource is idle. Head has wrapped around, tail not yet.
*
* Case 6:
* A
* T
* |........H....................|
*
There’s a case 7, |--H.................T--A--|, which I don’t think is handled correctly (it goes to the case 5 path). I think it could handled uniformly with a slightly simpler condition like greater_wrap(A,T) && greater_wrap(H,A) => busy, where greater_wrap(x, y) = (x - y) < UINT_MAX/2. That assumes that head and tail are close together relative to the range size, but it seems reasonable to me.
* Queue is empty, resource therefore idle.
*
* It is possible that a resource has not been used for a long time and is idle, but the head and
* tail wrapped around in such a way that the previously set access time falls between head and tail.
* In this case we will incorrectly wait for the resource. Because we use the entire 32 bits of the
* counters and not just the bits needed to address the actual queue memory, this should happen rarely.
* If it turns out to be a problem we can switch to 64 bit counters or attempt to somehow mark the
* access time of resources invalid. CS packets are at least 4 byte aligned, so we could use the lower
* 2 bits in access_time for such a marker.
*
* Note that the access time is set before the command is submitted, so we have to wait until the
* tail is bigger than access_time, not equal. */
- access_time = resource->access_time;
- head = cs->queue[WINED3D_CS_QUEUE_DEFAULT].head;
- while (1)
- {
tail = *(volatile ULONG *)&cs->queue[WINED3D_CS_QUEUE_DEFAULT].tail;
if (head == tail) /* Case 6, queue empty. */
break;
if (head > tail)
{
if (access_time >= head || access_time < tail) /* Case 2, 3. */
break;
}
else if (access_time > tail || access_time <= head) /* Case 5. */
{
break;
}
/* Case 1, 4 - busy, wait a little. */ YieldProcessor();
- }
}
- Jan