-- v4: vkd3d: Do not keep the CS queue locked while processing it. vkd3d: Always enqueue CS operations, even if they can be executed right away. vkd3d: Hold the queue mutex when adding the queue to a blocked list. vkd3d: Mention the correct mutex in a comment.
From: Giovanni Mascellani gmascellani@codeweavers.com
--- libs/vkd3d/command.c | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-)
diff --git a/libs/vkd3d/command.c b/libs/vkd3d/command.c index 158d0d9f..2d3007cf 100644 --- a/libs/vkd3d/command.c +++ b/libs/vkd3d/command.c @@ -670,8 +670,9 @@ static HRESULT d3d12_device_flush_blocked_queues_once(struct d3d12_device *devic
vkd3d_mutex_lock(&device->blocked_queues_mutex);
- /* Flush any ops unblocked by a new pending value. These cannot be flushed - * with the device locked, so move the queue pointers to a local array. */ + /* Flush any ops unblocked by a new pending value. These cannot be + * flushed while holding blocked_queue_mutex, so move the queue + * pointers to a local array. */ blocked_queue_count = device->blocked_queue_count; memcpy(blocked_queues, device->blocked_queues, blocked_queue_count * sizeof(blocked_queues[0])); device->blocked_queue_count = 0;
From: Giovanni Mascellani gmascellani@codeweavers.com
Otherwise it could be added more than once.
Note that the deleted comment is wrong: between when d3d12_command_queue_flush_ops() returns and when the queue is added back to the blocked list, the queue might have been pushed to and flushed an arbitrary number of times. --- libs/vkd3d/command.c | 51 ++++++++++++++++++-------------------------- 1 file changed, 21 insertions(+), 30 deletions(-)
diff --git a/libs/vkd3d/command.c b/libs/vkd3d/command.c index 2d3007cf..cea21c0f 100644 --- a/libs/vkd3d/command.c +++ b/libs/vkd3d/command.c @@ -26,7 +26,7 @@ static HRESULT d3d12_fence_signal(struct d3d12_fence *fence, uint64_t value, VkF static void d3d12_fence_signal_timeline_semaphore(struct d3d12_fence *fence, uint64_t timeline_value); static HRESULT d3d12_command_queue_signal(struct d3d12_command_queue *command_queue, struct d3d12_fence *fence, uint64_t value); -static bool d3d12_command_queue_flush_ops(struct d3d12_command_queue *queue, bool *flushed_any); +static HRESULT d3d12_command_queue_flush_ops(struct d3d12_command_queue *queue, bool *flushed_any);
HRESULT vkd3d_queue_create(struct d3d12_device *device, uint32_t family_index, const VkQueueFamilyProperties *properties, struct vkd3d_queue **queue) @@ -636,26 +636,17 @@ static HRESULT d3d12_fence_update_pending_value(struct d3d12_fence *fence) return S_OK; }
-static HRESULT d3d12_device_add_blocked_command_queues(struct d3d12_device *device, - struct d3d12_command_queue * const *command_queues, unsigned int count) +static HRESULT d3d12_command_queue_mark_as_blocked(struct d3d12_command_queue *command_queue) { + struct d3d12_device *device = command_queue->device; HRESULT hr = S_OK; - unsigned int i; - - if (count == 0) - return S_OK;
vkd3d_mutex_lock(&device->blocked_queues_mutex);
- if ((i = ARRAY_SIZE(device->blocked_queues) - device->blocked_queue_count) < count) - { - FIXME("Failed to add %u blocked command queue(s) to device %p.\n", count - i, device); - count = i; - hr = E_FAIL; - } - - for (i = 0; i < count; ++i) - device->blocked_queues[device->blocked_queue_count++] = command_queues[i]; + if (device->blocked_queue_count < ARRAY_SIZE(device->blocked_queues)) + device->blocked_queues[device->blocked_queue_count++] = command_queue; + else + WARN("Failed to add blocked command queue %p to device %p.\n", command_queue, device);
vkd3d_mutex_unlock(&device->blocked_queues_mutex); return hr; @@ -665,6 +656,7 @@ static HRESULT d3d12_device_flush_blocked_queues_once(struct d3d12_device *devic { struct d3d12_command_queue *blocked_queues[VKD3D_MAX_DEVICE_BLOCKED_QUEUES]; unsigned int i, blocked_queue_count; + HRESULT hr = S_OK;
*flushed_any = false;
@@ -679,18 +671,17 @@ static HRESULT d3d12_device_flush_blocked_queues_once(struct d3d12_device *devic
vkd3d_mutex_unlock(&device->blocked_queues_mutex);
- i = 0; - while (i < blocked_queue_count) + for (i = 0; i < blocked_queue_count; ++i) { - if (d3d12_command_queue_flush_ops(blocked_queues[i], flushed_any)) - blocked_queues[i] = blocked_queues[--blocked_queue_count]; - else - ++i; + HRESULT new_hr; + + new_hr = d3d12_command_queue_flush_ops(blocked_queues[i], flushed_any); + + if (SUCCEEDED(hr)) + hr = new_hr; }
- /* None of these queues could have been re-added during the above loop because - * blocked queues always have a nonzero op count. */ - return d3d12_device_add_blocked_command_queues(device, blocked_queues, blocked_queue_count); + return hr; }
static HRESULT d3d12_device_flush_blocked_queues(struct d3d12_device *device) @@ -6640,7 +6631,7 @@ static HRESULT STDMETHODCALLTYPE d3d12_command_queue_Wait(ID3D12CommandQueue *if /* Add the queue to the blocked list after writing the op to ensure the queue isn't * removed again in another thread because it has no ops. */ if (command_queue->ops_count == 1) - hr = d3d12_device_add_blocked_command_queues(command_queue->device, &command_queue, 1); + hr = d3d12_command_queue_mark_as_blocked(command_queue);
/* The fence must remain locked until the op is created and the queue is added to the blocked list, * because if an unblocking d3d12_fence_Signal() call occurs on another thread before the above @@ -6774,11 +6765,11 @@ static const struct ID3D12CommandQueueVtbl d3d12_command_queue_vtbl = };
/* flushed_any is initialised by the caller. */ -static bool d3d12_command_queue_flush_ops(struct d3d12_command_queue *queue, bool *flushed_any) +static HRESULT d3d12_command_queue_flush_ops(struct d3d12_command_queue *queue, bool *flushed_any) { struct vkd3d_cs_op_data *op; struct d3d12_fence *fence; - bool flushed_all = false; + HRESULT hr = S_OK; unsigned int i;
if (!queue->ops_count) @@ -6808,6 +6799,7 @@ static bool d3d12_command_queue_flush_ops(struct d3d12_command_queue *queue, boo vkd3d_mutex_unlock(&fence->mutex); queue->ops_count -= i; memmove(queue->ops, op, queue->ops_count * sizeof(*op)); + hr = d3d12_command_queue_mark_as_blocked(queue); goto done; } d3d12_command_queue_wait_locked(queue, fence, op->u.wait.value); @@ -6831,13 +6823,12 @@ static bool d3d12_command_queue_flush_ops(struct d3d12_command_queue *queue, boo }
queue->ops_count = 0; - flushed_all = true;
done: queue->is_flushing = false;
vkd3d_mutex_unlock(&queue->op_mutex); - return flushed_all; + return hr; }
static HRESULT d3d12_command_queue_init(struct d3d12_command_queue *queue,
From: Giovanni Mascellani gmascellani@codeweavers.com
The goal is to simplify the CS queue handling: with this change operations are always started by d3d12_command_queue_flush_ops(), in order to make further refactoring easier.
Notice that while with this change executing an operation on an empty CS queue is a bit less efficient, it doesn't require more locking. On the other hand, this change paves the road for executing CS operations without holding the queue lock. --- libs/vkd3d/command.c | 138 ++++++++++++++++--------------------------- 1 file changed, 52 insertions(+), 86 deletions(-)
diff --git a/libs/vkd3d/command.c b/libs/vkd3d/command.c index cea21c0f..7969136b 100644 --- a/libs/vkd3d/command.c +++ b/libs/vkd3d/command.c @@ -27,6 +27,7 @@ static void d3d12_fence_signal_timeline_semaphore(struct d3d12_fence *fence, uin static HRESULT d3d12_command_queue_signal(struct d3d12_command_queue *command_queue, struct d3d12_fence *fence, uint64_t value); static HRESULT d3d12_command_queue_flush_ops(struct d3d12_command_queue *queue, bool *flushed_any); +static HRESULT d3d12_command_queue_flush_ops_locked(struct d3d12_command_queue *queue, bool *flushed_any);
HRESULT vkd3d_queue_create(struct d3d12_device *device, uint32_t family_index, const VkQueueFamilyProperties *properties, struct vkd3d_queue **queue) @@ -6142,12 +6143,34 @@ static void d3d12_command_queue_execute(struct d3d12_command_queue *command_queu vkd3d_free(buffers); }
+static HRESULT d3d12_command_queue_enqueue_op(struct d3d12_command_queue *queue, const struct vkd3d_cs_op_data *op) +{ + struct vkd3d_cs_op_data *new_op; + bool flushed_any = false; + + vkd3d_mutex_lock(&queue->op_mutex); + + if (!(new_op = d3d12_command_queue_require_space_locked(queue))) + { + vkd3d_mutex_unlock(&queue->op_mutex); + return E_OUTOFMEMORY; + } + + *new_op = *op; + + if (queue->ops_count == 1) + return d3d12_command_queue_flush_ops_locked(queue, &flushed_any); + + vkd3d_mutex_unlock(&queue->op_mutex); + return S_OK; +} + static void STDMETHODCALLTYPE d3d12_command_queue_ExecuteCommandLists(ID3D12CommandQueue *iface, UINT command_list_count, ID3D12CommandList * const *command_lists) { struct d3d12_command_queue *command_queue = impl_from_ID3D12CommandQueue(iface); struct d3d12_command_list *cmd_list; - struct vkd3d_cs_op_data *op; + struct vkd3d_cs_op_data op; VkCommandBuffer *buffers; unsigned int i;
@@ -6178,26 +6201,12 @@ static void STDMETHODCALLTYPE d3d12_command_queue_ExecuteCommandLists(ID3D12Comm buffers[i] = cmd_list->vk_command_buffer; }
- vkd3d_mutex_lock(&command_queue->op_mutex); - - if (!command_queue->ops_count) - { - d3d12_command_queue_execute(command_queue, buffers, command_list_count); - vkd3d_mutex_unlock(&command_queue->op_mutex); - return; - } - - if (!(op = d3d12_command_queue_require_space_locked(command_queue))) - { - ERR("Failed to add op.\n"); - return; - } - op->opcode = VKD3D_CS_OP_EXECUTE; - op->u.execute.buffers = buffers; - op->u.execute.buffer_count = command_list_count; + op.opcode = VKD3D_CS_OP_EXECUTE; + op.u.execute.buffers = buffers; + op.u.execute.buffer_count = command_list_count;
- vkd3d_mutex_unlock(&command_queue->op_mutex); - return; + if (FAILED(d3d12_command_queue_enqueue_op(command_queue, &op))) + ERR("Cannot enqueue in command queue %p.\n", command_queue); }
static void STDMETHODCALLTYPE d3d12_command_queue_SetMarker(ID3D12CommandQueue *iface, @@ -6254,33 +6263,17 @@ static HRESULT STDMETHODCALLTYPE d3d12_command_queue_Signal(ID3D12CommandQueue * { struct d3d12_command_queue *command_queue = impl_from_ID3D12CommandQueue(iface); struct d3d12_fence *fence = unsafe_impl_from_ID3D12Fence(fence_iface); - struct vkd3d_cs_op_data *op; - HRESULT hr = S_OK; + struct vkd3d_cs_op_data op;
TRACE("iface %p, fence %p, value %#"PRIx64".\n", iface, fence_iface, value);
- vkd3d_mutex_lock(&command_queue->op_mutex); - - if (!command_queue->ops_count) - { - hr = d3d12_command_queue_signal(command_queue, fence, value); - goto done; - } - - if (!(op = d3d12_command_queue_require_space_locked(command_queue))) - { - hr = E_OUTOFMEMORY; - goto done; - } - op->opcode = VKD3D_CS_OP_SIGNAL; - op->u.signal.fence = fence; - op->u.signal.value = value; + op.opcode = VKD3D_CS_OP_SIGNAL; + op.u.signal.fence = fence; + op.u.signal.value = value;
d3d12_fence_incref(fence);
-done: - vkd3d_mutex_unlock(&command_queue->op_mutex); - return hr; + return d3d12_command_queue_enqueue_op(command_queue, &op); }
static HRESULT d3d12_command_queue_signal(struct d3d12_command_queue *command_queue, @@ -6596,51 +6589,17 @@ static HRESULT STDMETHODCALLTYPE d3d12_command_queue_Wait(ID3D12CommandQueue *if { struct d3d12_command_queue *command_queue = impl_from_ID3D12CommandQueue(iface); struct d3d12_fence *fence = unsafe_impl_from_ID3D12Fence(fence_iface); - struct vkd3d_cs_op_data *op; - HRESULT hr = S_OK; + struct vkd3d_cs_op_data op;
TRACE("iface %p, fence %p, value %#"PRIx64".\n", iface, fence_iface, value);
- vkd3d_mutex_lock(&command_queue->op_mutex); - vkd3d_mutex_lock(&fence->mutex); - - if (!command_queue->ops_count && value <= fence->max_pending_value) - { - hr = d3d12_command_queue_wait_locked(command_queue, fence, value); - goto done; - } - - /* This is the critical part required to support out-of-order signal. - * Normally we would be able to submit waits and signals out of order, but - * we don't have virtualized queues in Vulkan, so we need to handle the case - * where multiple queues alias over the same physical queue, so effectively, - * we need to manage out-of-order submits ourselves. */ - - if (!(op = d3d12_command_queue_require_space_locked(command_queue))) - { - vkd3d_mutex_unlock(&fence->mutex); - hr = E_OUTOFMEMORY; - goto done; - } - op->opcode = VKD3D_CS_OP_WAIT; - op->u.wait.fence = fence; - op->u.wait.value = value; + op.opcode = VKD3D_CS_OP_WAIT; + op.u.wait.fence = fence; + op.u.wait.value = value;
d3d12_fence_incref(fence);
- /* Add the queue to the blocked list after writing the op to ensure the queue isn't - * removed again in another thread because it has no ops. */ - if (command_queue->ops_count == 1) - hr = d3d12_command_queue_mark_as_blocked(command_queue); - - /* The fence must remain locked until the op is created and the queue is added to the blocked list, - * because if an unblocking d3d12_fence_Signal() call occurs on another thread before the above - * work is done, flushing will be delayed until the next signal, if one occurs at all. */ - vkd3d_mutex_unlock(&fence->mutex); - -done: - vkd3d_mutex_unlock(&command_queue->op_mutex); - return hr; + return d3d12_command_queue_enqueue_op(command_queue, &op); }
static HRESULT STDMETHODCALLTYPE d3d12_command_queue_GetTimestampFrequency(ID3D12CommandQueue *iface, @@ -6764,14 +6723,10 @@ static const struct ID3D12CommandQueueVtbl d3d12_command_queue_vtbl = d3d12_command_queue_GetDesc, };
-/* flushed_any is initialised by the caller. */ +static HRESULT d3d12_command_queue_flush_ops_locked(struct d3d12_command_queue *queue, bool *flushed_any); + static HRESULT d3d12_command_queue_flush_ops(struct d3d12_command_queue *queue, bool *flushed_any) { - struct vkd3d_cs_op_data *op; - struct d3d12_fence *fence; - HRESULT hr = S_OK; - unsigned int i; - if (!queue->ops_count) return true;
@@ -6783,6 +6738,17 @@ static HRESULT d3d12_command_queue_flush_ops(struct d3d12_command_queue *queue,
vkd3d_mutex_lock(&queue->op_mutex);
+ return d3d12_command_queue_flush_ops_locked(queue, flushed_any); +} + +/* flushed_any is initialised by the caller. */ +static HRESULT d3d12_command_queue_flush_ops_locked(struct d3d12_command_queue *queue, bool *flushed_any) +{ + struct vkd3d_cs_op_data *op; + struct d3d12_fence *fence; + HRESULT hr = S_OK; + unsigned int i; + /* Currently only required for d3d12_command_queue_signal(), but set it here anyway. */ queue->is_flushing = true;
From: Giovanni Mascellani gmascellani@codeweavers.com
d3d12_command_queue_flush_ops() can renter itself while processing signal events. Since we don't use recursive mutexes, we currently have to check some of the queue variables without holding the mutex, which is not safe.
This is solved by allowing the queue to release its mutex while it is processing entries: when flushing, the queue is briefly locked, the is_flushing flag is set, the queue content is copied away and the queue is unlocked again. After having processed the entries, the queue is locked again to check is something else was added in the meantime. This is repeated until the queue is empty (or a wait operation is blocking it).
This should also remove some latency when a thread pushes to the queue while another one is processing it, but I didn't try to measure any impact. While it is expected that with this patch the queue mutex will be locked and unlocked more frequently, it should also remain locked for less time, hopefully creating little contention. --- libs/vkd3d/command.c | 141 +++++++++++++++++++++++++++---------- libs/vkd3d/vkd3d_private.h | 9 +++ 2 files changed, 111 insertions(+), 39 deletions(-)
diff --git a/libs/vkd3d/command.c b/libs/vkd3d/command.c index 7969136b..dad318fe 100644 --- a/libs/vkd3d/command.c +++ b/libs/vkd3d/command.c @@ -6009,6 +6009,7 @@ static ULONG STDMETHODCALLTYPE d3d12_command_queue_Release(ID3D12CommandQueue *i
vkd3d_mutex_destroy(&command_queue->op_mutex); vkd3d_free(command_queue->ops); + vkd3d_free(command_queue->aux_ops);
vkd3d_private_store_destroy(&command_queue->private_store);
@@ -6158,7 +6159,7 @@ static HRESULT d3d12_command_queue_enqueue_op(struct d3d12_command_queue *queue,
*new_op = *op;
- if (queue->ops_count == 1) + if (queue->ops_count == 1 && !queue->is_flushing) return d3d12_command_queue_flush_ops_locked(queue, &flushed_any);
vkd3d_mutex_unlock(&queue->op_mutex); @@ -6723,20 +6724,70 @@ static const struct ID3D12CommandQueueVtbl d3d12_command_queue_vtbl = d3d12_command_queue_GetDesc, };
+static void d3d12_command_queue_swap_queues(struct d3d12_command_queue *queue) +{ + size_t size; + struct vkd3d_cs_op_data *ops; + + size = queue->ops_count; + queue->ops_count = queue->aux_ops_count; + queue->aux_ops_count = size; + + size = queue->ops_size; + queue->ops_size = queue->aux_ops_size; + queue->aux_ops_size = size; + + ops = queue->ops; + queue->ops = queue->aux_ops; + queue->aux_ops = ops; +} + +static HRESULT d3d12_command_queue_fixup_after_flush(struct d3d12_command_queue *queue, unsigned int done_count) +{ + HRESULT hr; + + queue->aux_ops_count -= done_count; + memmove(queue->aux_ops, &queue->aux_ops[done_count], queue->aux_ops_count * sizeof(*queue->ops)); + + vkd3d_mutex_lock(&queue->op_mutex); + + d3d12_command_queue_swap_queues(queue); + + if (!vkd3d_array_reserve((void **)&queue->ops, &queue->ops_size, + queue->ops_count + queue->aux_ops_count, sizeof(*queue->ops))) + { + ERR("Cannot reallocate, dropping %zu ops.\n", queue->aux_ops_count); + } + else + { + memcpy(&queue->ops[queue->ops_count], queue->aux_ops, queue->aux_ops_count * sizeof(*queue->ops)); + queue->ops_count += queue->aux_ops_count; + } + + queue->aux_ops_count = 0; + queue->is_flushing = false; + + hr = d3d12_command_queue_mark_as_blocked(queue); + + vkd3d_mutex_unlock(&queue->op_mutex); + + return hr; +} + static HRESULT d3d12_command_queue_flush_ops_locked(struct d3d12_command_queue *queue, bool *flushed_any);
static HRESULT d3d12_command_queue_flush_ops(struct d3d12_command_queue *queue, bool *flushed_any) { - if (!queue->ops_count) - return true; + vkd3d_mutex_lock(&queue->op_mutex);
/* This function may be re-entered during a call below to d3d12_command_queue_signal(). * We return true because the first caller is responsible for re-adding this queue to * the flush list if it ends up returning false. */ if (queue->is_flushing) + { + vkd3d_mutex_unlock(&queue->op_mutex); return true; - - vkd3d_mutex_lock(&queue->op_mutex); + }
return d3d12_command_queue_flush_ops_locked(queue, flushed_any); } @@ -6746,55 +6797,61 @@ static HRESULT d3d12_command_queue_flush_ops_locked(struct d3d12_command_queue * { struct vkd3d_cs_op_data *op; struct d3d12_fence *fence; - HRESULT hr = S_OK; unsigned int i;
- /* Currently only required for d3d12_command_queue_signal(), but set it here anyway. */ queue->is_flushing = true;
- for (i = 0; i < queue->ops_count; ++i) + assert(queue->aux_ops_count == 0); + + while (queue->ops_count != 0) { - op = &queue->ops[i]; - switch (op->opcode) + d3d12_command_queue_swap_queues(queue); + + vkd3d_mutex_unlock(&queue->op_mutex); + + for (i = 0; i < queue->aux_ops_count; ++i) { - case VKD3D_CS_OP_WAIT: - fence = op->u.wait.fence; - vkd3d_mutex_lock(&fence->mutex); - if (op->u.wait.value > fence->max_pending_value) - { - vkd3d_mutex_unlock(&fence->mutex); - queue->ops_count -= i; - memmove(queue->ops, op, queue->ops_count * sizeof(*op)); - hr = d3d12_command_queue_mark_as_blocked(queue); - goto done; - } - d3d12_command_queue_wait_locked(queue, fence, op->u.wait.value); - d3d12_fence_decref(fence); - break; + op = &queue->aux_ops[i]; + switch (op->opcode) + { + case VKD3D_CS_OP_WAIT: + fence = op->u.wait.fence; + vkd3d_mutex_lock(&fence->mutex); + if (op->u.wait.value > fence->max_pending_value) + { + vkd3d_mutex_unlock(&fence->mutex); + return d3d12_command_queue_fixup_after_flush(queue, i); + } + d3d12_command_queue_wait_locked(queue, fence, op->u.wait.value); + d3d12_fence_decref(fence); + break;
- case VKD3D_CS_OP_SIGNAL: - d3d12_command_queue_signal(queue, op->u.signal.fence, op->u.signal.value); - d3d12_fence_decref(op->u.signal.fence); - break; + case VKD3D_CS_OP_SIGNAL: + d3d12_command_queue_signal(queue, op->u.signal.fence, op->u.signal.value); + d3d12_fence_decref(op->u.signal.fence); + break;
- case VKD3D_CS_OP_EXECUTE: - d3d12_command_queue_execute(queue, op->u.execute.buffers, op->u.execute.buffer_count); - break; + case VKD3D_CS_OP_EXECUTE: + d3d12_command_queue_execute(queue, op->u.execute.buffers, op->u.execute.buffer_count); + break;
- default: - FIXME("Unhandled op type %u.\n", op->opcode); - break; + default: + vkd3d_unreachable(); + } + + *flushed_any |= true; } - *flushed_any |= true; - }
- queue->ops_count = 0; + queue->aux_ops_count = 0; + + vkd3d_mutex_lock(&queue->op_mutex); + }
-done: queue->is_flushing = false;
vkd3d_mutex_unlock(&queue->op_mutex); - return hr; + + return S_OK; }
static HRESULT d3d12_command_queue_init(struct d3d12_command_queue *queue, @@ -6820,6 +6877,10 @@ static HRESULT d3d12_command_queue_init(struct d3d12_command_queue *queue, queue->ops_size = 0; queue->is_flushing = false;
+ queue->aux_ops = NULL; + queue->aux_ops_count = 0; + queue->aux_ops_size = 0; + if (desc->Priority == D3D12_COMMAND_QUEUE_PRIORITY_GLOBAL_REALTIME) { FIXME("Global realtime priority is not implemented.\n"); @@ -6885,6 +6946,8 @@ VkQueue vkd3d_acquire_vk_queue(ID3D12CommandQueue *queue)
if (d3d12_queue->ops_count) WARN("Acquired command queue %p with %zu remaining ops.\n", d3d12_queue, d3d12_queue->ops_count); + else if (d3d12_queue->is_flushing) + WARN("Acquired command queue %p which is flushing.\n", d3d12_queue);
return vk_queue; } diff --git a/libs/vkd3d/vkd3d_private.h b/libs/vkd3d/vkd3d_private.h index 56677648..f2b519fa 100644 --- a/libs/vkd3d/vkd3d_private.h +++ b/libs/vkd3d/vkd3d_private.h @@ -1387,11 +1387,20 @@ struct d3d12_command_queue struct d3d12_device *device;
struct vkd3d_mutex op_mutex; + + /* These fields are protected by op_mutex. */ struct vkd3d_cs_op_data *ops; size_t ops_count; size_t ops_size; bool is_flushing;
+ /* These fields are not protected by op_mutex, but can only be + * used by the thread that set is_flushing; when is_flushing is + * not set, aux_ops_count must be zero. */ + struct vkd3d_cs_op_data *aux_ops; + size_t aux_ops_count; + size_t aux_ops_size; + struct vkd3d_private_store private_store; };
We could certainly deprecate it. I don't think we can make it go away completely, other than in the sense of "Returns VK_NULL_HANDLE when VKD3D_API_VERSION_1_8 or higher is specified.", or something along those lines.
That still means that a client compiled with vkd3d 1.7 and running with vkd3d 1.8 would receive a valid handle, right? So even in vkd3d 1.8 we still have to support a code path without the CS thread. It requires some more code, but it should be doable.
Right, or even an application/library compiled against vkd3d 1.8 but specifying VKD3D_API_VERSION_1_7 or lower.
Conor McCarthy (@cmccarthy) commented about libs/vkd3d/command.c:
return S_OK;
}
-static HRESULT d3d12_device_add_blocked_command_queues(struct d3d12_device *device,
struct d3d12_command_queue * const *command_queues, unsigned int count)
+static HRESULT d3d12_command_queue_mark_as_blocked(struct d3d12_command_queue *command_queue)
Not a huge issue, but for consistency I think this should be something like `d3d12_command_queue_record_as_blocked()`. We have `d3d12_command_list_mark_as_invalid()`, `d3d12_query_heap_mark_result_as_available()`, and `d3d12_device_mark_as_removed()`, all of which mark the object itself in some way, which `mark_as_blocked()` doesn't do.
Conor McCarthy (@cmccarthy) commented about libs/vkd3d/command.c:
};
/* flushed_any is initialised by the caller. */ -static bool d3d12_command_queue_flush_ops(struct d3d12_command_queue *queue, bool *flushed_any) +static HRESULT d3d12_command_queue_flush_ops(struct d3d12_command_queue *queue, bool *flushed_any)
`d3d12_command_queue_flush_ops()` still returns `true` in a couple of places.
Conor McCarthy (@cmccarthy) commented about libs/vkd3d/command.c:
d3d12_command_queue_GetDesc,
};
-/* flushed_any is initialised by the caller. */ +static HRESULT d3d12_command_queue_flush_ops_locked(struct d3d12_command_queue *queue, bool *flushed_any);
Already added near the top of the file.
Conor McCarthy (@cmccarthy) commented about libs/vkd3d/command.c:
d3d12_command_queue_GetDesc,
};
+static void d3d12_command_queue_swap_queues(struct d3d12_command_queue *queue)
This would be more accurately named something like `d3d12_command_queue_swap_op_arrays()`.
Conor McCarthy (@cmccarthy) commented about libs/vkd3d/vkd3d_private.h:
struct d3d12_device *device; struct vkd3d_mutex op_mutex;
/* These fields are protected by op_mutex. */ struct vkd3d_cs_op_data *ops; size_t ops_count; size_t ops_size; bool is_flushing;
/* These fields are not protected by op_mutex, but can only be
* used by the thread that set is_flushing; when is_flushing is
* not set, aux_ops_count must be zero. */
struct vkd3d_cs_op_data *aux_ops;
size_t aux_ops_count;
size_t aux_ops_size;
It would be neater to introduce a new struct, e.g. `d3d12_command_queue_op_array`, with helpers to perform initialisation, allocation and cleanup. The swap operation could then be three lines.
Conor McCarthy (@cmccarthy) commented about libs/vkd3d/command.c:
if (d3d12_queue->ops_count) WARN("Acquired command queue %p with %zu remaining ops.\n", d3d12_queue, d3d12_queue->ops_count);
- else if (d3d12_queue->is_flushing)
WARN("Acquired command queue %p which is flushing.\n", d3d12_queue);
This didn't occur while testing in SotTR, Control and GRID 2019, so it could be changed to a fixme. There's always the risk of fixme spam in another game but that will be solved by later patches.
This all looks good once my comments are addressed.
On Tue Feb 28 04:42:52 2023 +0000, Conor McCarthy wrote:
This didn't occur while testing in SotTR, Control and GRID 2019, so it could be changed to a fixme. There's always the risk of fixme spam in another game but that will be solved by later patches.
The Medium sometimes hits `ops_count` and sometimes `is_flushing`, so I'd leave both as `WARN`.