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https://github.com/doitsujin/dxvk.git
synced 2024-12-02 10:24:12 +01:00
[d3d11] Flush more aggressively on stalling Event queries
Increases GPU utilization in Quake Champions.
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@ -80,17 +80,33 @@ namespace dxvk {
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SynchronizeCsThread();
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// Get query status directly from the query object
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HRESULT hr = static_cast<D3D11Query*>(pAsync)->GetData(pData, GetDataFlags);
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auto query = static_cast<D3D11Query*>(pAsync);
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HRESULT hr = query->GetData(pData, GetDataFlags);
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// If we're likely going to spin on the asynchronous object,
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// flush the context so that we're keeping the GPU busy
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if (hr == S_FALSE)
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if (hr == S_FALSE) {
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query->NotifyStall();
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FlushImplicit(FALSE);
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}
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return hr;
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}
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void STDMETHODCALLTYPE D3D11ImmediateContext::End(ID3D11Asynchronous* pAsync) {
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D3D11DeviceContext::End(pAsync);
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auto query = static_cast<D3D11Query*>(pAsync);
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if (unlikely(query && query->IsEvent())) {
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query->NotifyEnd();
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query->IsStalling()
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? Flush()
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: FlushImplicit(TRUE);
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}
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}
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void STDMETHODCALLTYPE D3D11ImmediateContext::Flush() {
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m_parent->FlushInitContext();
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@ -32,6 +32,8 @@ namespace dxvk {
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UINT DataSize,
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UINT GetDataFlags);
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void STDMETHODCALLTYPE End(ID3D11Asynchronous *pAsync);
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void STDMETHODCALLTYPE Flush();
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void STDMETHODCALLTYPE ExecuteCommandList(
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@ -46,6 +46,23 @@ namespace dxvk {
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UINT GetDataFlags);
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DxvkBufferSlice GetPredicate(DxvkContext* ctx);
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bool IsEvent() const {
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return m_desc.Query == D3D11_QUERY_EVENT;
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}
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bool IsStalling() const {
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return m_stallFlag;
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}
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void NotifyEnd() {
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m_stallMask <<= 1;
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}
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void NotifyStall() {
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m_stallMask |= 1;
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m_stallFlag |= bit::popcnt(m_stallMask) >= 16;
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}
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D3D10Query* GetD3D10Iface() {
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return &m_d3d10;
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@ -66,6 +83,9 @@ namespace dxvk {
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D3D10Query m_d3d10;
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uint32_t m_stallMask = 0;
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bool m_stallFlag = false;
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UINT64 GetTimestampQueryFrequency() const;
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};
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