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https://github.com/doitsujin/dxvk.git
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Revert "[d3d11] Temporary fix for Presenter <-> CS thread sync issue"
This reverts commit 3118012ada
.
This commit is contained in:
parent
3118012ada
commit
70b639784b
@ -42,13 +42,14 @@ namespace dxvk {
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ID3D11Resource* pResource,
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UINT Subresource) final;
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void Synchronize();
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void SynchronizeCs();
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private:
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DxvkCsThread m_csThread;
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void Synchronize();
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void SynchronizeCs();
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void EmitCsChunk();
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};
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@ -1,4 +1,3 @@
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#include "d3d11_context_imm.h"
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#include "d3d11_device.h"
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#include "d3d11_present.h"
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@ -55,12 +54,10 @@ namespace dxvk {
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HRESULT STDMETHODCALLTYPE D3D11PresentDevice::FlushRenderingCommands() {
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Com<ID3D11DeviceContext> ctx = nullptr;
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m_device->GetImmediateContext(&ctx);
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Com<ID3D11DeviceContext> deviceContext = nullptr;
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m_device->GetImmediateContext(&deviceContext);
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auto immediateContext = static_cast<D3D11ImmediateContext*>(ctx.ptr());
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immediateContext->Flush();
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immediateContext->SynchronizeCs();
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deviceContext->Flush();
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return S_OK;
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}
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@ -23,33 +23,33 @@ namespace dxvk {
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DxvkPhysicalBufferSlice DxvkBuffer::allocPhysicalSlice() {
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// if (m_physSliceId >= m_physBuffers[m_physBufferId]->sliceCount()) {
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// m_physBufferId = (m_physBufferId + 1) % m_physBuffers.size();
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// m_physSliceId = 0;
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//
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// if ((m_physBuffers[m_physBufferId] == nullptr)
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// || (m_physBuffers[m_physBufferId]->sliceCount() < m_physSliceCount)) {
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// // Make sure that all buffers have the same size. If we don't do this,
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// // one of the physical buffers may grow indefinitely while the others
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// // remain small, depending on the usage pattern of the application.
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// m_physBuffers[m_physBufferId] = this->allocPhysicalBuffer(m_physSliceCount);
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// } else if (m_physBuffers[m_physBufferId]->isInUse()) {
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// // Allocate a new physical buffer if the current one is still in use.
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// // This also indicates that the buffer gets updated frequently, so we
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// // will double the size of the physical buffers to accomodate for it.
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// if (m_physBufferId == 0)
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// m_physSliceCount *= 2;
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//
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// m_physBuffers[m_physBufferId] = this->allocPhysicalBuffer(m_physSliceCount);
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// }
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// }
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//
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// return m_physBuffers[m_physBufferId]->slice(m_physSliceId++);
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return allocPhysicalBuffer(1)->slice(0);
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if (m_physSliceId >= m_physBuffers[m_physBufferId]->sliceCount()) {
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m_physBufferId = (m_physBufferId + 1) % m_physBuffers.size();
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m_physSliceId = 0;
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if ((m_physBuffers[m_physBufferId] == nullptr)
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|| (m_physBuffers[m_physBufferId]->sliceCount() < m_physSliceCount)) {
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// Make sure that all buffers have the same size. If we don't do this,
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// one of the physical buffers may grow indefinitely while the others
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// remain small, depending on the usage pattern of the application.
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m_physBuffers[m_physBufferId] = this->allocPhysicalBuffer(m_physSliceCount);
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} else if (m_physBuffers[m_physBufferId]->isInUse()) {
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// Allocate a new physical buffer if the current one is still in use.
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// This also indicates that the buffer gets updated frequently, so we
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// will double the size of the physical buffers to accomodate for it.
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if (m_physBufferId == 0)
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m_physSliceCount *= 2;
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m_physBuffers[m_physBufferId] = this->allocPhysicalBuffer(m_physSliceCount);
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}
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}
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return m_physBuffers[m_physBufferId]->slice(m_physSliceId++);
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}
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Rc<DxvkPhysicalBuffer> DxvkBuffer::allocPhysicalBuffer(VkDeviceSize sliceCount) const {
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TRACE(this, sliceCount);
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return m_device->allocPhysicalBuffer(m_info, sliceCount, m_memFlags);
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}
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