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[d3d11] Consider empty CS chunks when tracking resources

Avoids deadlocks if we track multiple resources and flush in between.
This commit is contained in:
Philip Rebohle 2022-02-18 14:14:18 +01:00
parent 9af3dce304
commit 17a1b0ad44
No known key found for this signature in database
GPG Key ID: C8CC613427A31C99
2 changed files with 14 additions and 2 deletions

View File

@ -734,7 +734,8 @@ namespace dxvk {
void D3D11ImmediateContext::TrackTextureSequenceNumber(
D3D11CommonTexture* pResource,
UINT Subresource) {
pResource->TrackSequenceNumber(Subresource, m_csSeqNum + 1);
uint64_t sequenceNumber = GetCurrentSequenceNumber();
pResource->TrackSequenceNumber(Subresource, sequenceNumber);
FlushImplicit(TRUE);
}
@ -742,12 +743,21 @@ namespace dxvk {
void D3D11ImmediateContext::TrackBufferSequenceNumber(
D3D11Buffer* pResource) {
pResource->TrackSequenceNumber(m_csSeqNum + 1);
uint64_t sequenceNumber = GetCurrentSequenceNumber();
pResource->TrackSequenceNumber(sequenceNumber);
FlushImplicit(TRUE);
}
uint64_t D3D11ImmediateContext::GetCurrentSequenceNumber() {
// We do not flush empty chunks, so if we are tracking a resource
// immediately after a flush, we need to use the sequence number
// of the previously submitted chunk to prevent deadlocks.
return m_csChunk->empty() ? m_csSeqNum : m_csSeqNum + 1;
}
void D3D11ImmediateContext::FlushImplicit(BOOL StrongHint) {
// Flush only if the GPU is about to go idle, in
// order to keep the number of submissions low.

View File

@ -174,6 +174,8 @@ namespace dxvk {
void TrackBufferSequenceNumber(
D3D11Buffer* pResource);
uint64_t GetCurrentSequenceNumber();
void FlushImplicit(BOOL StrongHint);
void SignalEvent(HANDLE hEvent);