-- v2: vkd3d: Do not keep the CS queue locked while processing it. vkd3d: Always enqueue CS operations, even if they can be executed right away.
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 | 142 +++++++++++++++++-------------------------- 1 file changed, 56 insertions(+), 86 deletions(-)
diff --git a/libs/vkd3d/command.c b/libs/vkd3d/command.c index 158d0d9f..23353a6f 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 bool d3d12_command_queue_flush_ops(struct d3d12_command_queue *queue, bool *flushed_any); +static bool 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) @@ -6150,12 +6151,40 @@ 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) + { + if (!d3d12_command_queue_flush_ops_locked(queue, &flushed_any)) + return d3d12_device_add_blocked_command_queues(queue->device, &queue, 1); + } + else + { + 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;
@@ -6186,26 +6215,12 @@ static void STDMETHODCALLTYPE d3d12_command_queue_ExecuteCommandLists(ID3D12Comm buffers[i] = cmd_list->vk_command_buffer; }
- vkd3d_mutex_lock(&command_queue->op_mutex); + op.opcode = VKD3D_CS_OP_EXECUTE; + op.u.execute.buffers = buffers; + op.u.execute.buffer_count = command_list_count;
- 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; - - 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, @@ -6262,33 +6277,17 @@ 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, @@ -6604,51 +6603,17 @@ 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_device_add_blocked_command_queues(command_queue->device, &command_queue, 1); - - /* 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, @@ -6772,14 +6737,8 @@ static const struct ID3D12CommandQueueVtbl d3d12_command_queue_vtbl = d3d12_command_queue_GetDesc, };
-/* flushed_any is initialised by the caller. */ static bool 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; - unsigned int i; - if (!queue->ops_count) return true;
@@ -6791,6 +6750,17 @@ static bool d3d12_command_queue_flush_ops(struct d3d12_command_queue *queue, boo
vkd3d_mutex_lock(&queue->op_mutex);
+ return d3d12_command_queue_flush_ops_locked(queue, flushed_any); +} + +/* flushed_any is initialised by the caller. */ +static bool d3d12_command_queue_flush_ops_locked(struct d3d12_command_queue *queue, bool *flushed_any) +{ + struct vkd3d_cs_op_data *op; + struct d3d12_fence *fence; + bool flushed_all = false; + 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 | 136 ++++++++++++++++++++++++++----------- libs/vkd3d/vkd3d_private.h | 9 +++ 2 files changed, 106 insertions(+), 39 deletions(-)
diff --git a/libs/vkd3d/command.c b/libs/vkd3d/command.c index 23353a6f..f83774cf 100644 --- a/libs/vkd3d/command.c +++ b/libs/vkd3d/command.c @@ -6017,6 +6017,7 @@ 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);
@@ -6166,7 +6167,7 @@ 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) { if (!d3d12_command_queue_flush_ops_locked(queue, &flushed_any)) return d3d12_device_add_blocked_command_queues(queue->device, &queue, 1); @@ -6737,18 +6738,62 @@ 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 void d3d12_command_queue_fixup_after_flush(struct d3d12_command_queue *queue, unsigned int done_count) +{ + 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; + + vkd3d_mutex_unlock(&queue->op_mutex); +} + static bool 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); } @@ -6758,55 +6803,62 @@ static bool d3d12_command_queue_flush_ops_locked(struct d3d12_command_queue *que { struct vkd3d_cs_op_data *op; struct d3d12_fence *fence; - bool flushed_all = false; 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)); - 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); + d3d12_command_queue_fixup_after_flush(queue, i); + return false; + } + 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; - flushed_all = true; + queue->aux_ops_count = 0; + + vkd3d_mutex_lock(&queue->op_mutex); + }
-done: queue->is_flushing = false;
vkd3d_mutex_unlock(&queue->op_mutex); - return flushed_all; + + return true; }
static HRESULT d3d12_command_queue_init(struct d3d12_command_queue *queue, @@ -6832,6 +6884,10 @@ 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"); @@ -6897,6 +6953,8 @@ 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; };