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[d3d9] Clean up resource locking code

This commit is contained in:
Joshua Ashton 2021-02-27 20:15:39 +00:00
parent e8fc7ea23a
commit 8c2ec5d9c9
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@ -3999,6 +3999,7 @@ namespace dxvk {
const bool systemmem = desc.Pool == D3DPOOL_SYSTEMMEM;
const bool managed = IsPoolManaged(desc.Pool);
const bool scratch = desc.Pool == D3DPOOL_SCRATCH;
const bool doNotWait = Flags & D3DLOCK_DONOTWAIT;
bool fullResource = pBox == nullptr;
if (unlikely(!fullResource)) {
@ -4065,26 +4066,32 @@ namespace dxvk {
// that cannot get affected by GPU, therefore readonly is A-OK for NOT waiting.
const bool skipWait = (readOnly && managed) || scratch || (readOnly && systemmem && !dirty);
if (alloced)
bool doImplicitDiscard = (managed || (systemmem && !dirty)) && !doNotWait;
doImplicitDiscard = doImplicitDiscard && m_d3d9Options.allowImplicitDiscard;
if (alloced) {
std::memset(physSlice.mapPtr, 0, physSlice.length);
else if ((managed || (systemmem && !dirty)) && !(Flags & D3DLOCK_DONOTWAIT) && !skipWait
&& m_d3d9Options.allowImplicitDiscard) {
if (!WaitForResource(mappedBuffer, D3DLOCK_DONOTWAIT)) {
// if the mapped buffer is currently being copied to image
// we can just avoid a stall by allocating a new slice and copying the existing contents
DxvkBufferSliceHandle oldSlice = physSlice;
physSlice = pResource->DiscardMapSlice(Subresource);
std::memcpy(physSlice.mapPtr, oldSlice.mapPtr, oldSlice.length);
EmitCs([
cImageBuffer = std::move(mappedBuffer),
cBufferSlice = physSlice
] (DxvkContext* ctx) {
ctx->invalidateBuffer(cImageBuffer, cBufferSlice);
});
}
else if (!skipWait) {
if (doImplicitDiscard) {
if (!WaitForResource(mappedBuffer, D3DLOCK_DONOTWAIT)) {
// if the mapped buffer is currently being copied to image
// we can just avoid a stall by allocating a new slice and copying the existing contents
DxvkBufferSliceHandle oldSlice = physSlice;
physSlice = pResource->DiscardMapSlice(Subresource);
std::memcpy(physSlice.mapPtr, oldSlice.mapPtr, oldSlice.length);
EmitCs([
cImageBuffer = std::move(mappedBuffer),
cBufferSlice = physSlice
] (DxvkContext* ctx) {
ctx->invalidateBuffer(cImageBuffer, cBufferSlice);
});
}
} else {
if (!WaitForResource(mappedBuffer, Flags))
return D3DERR_WASSTILLDRAWING;
}
} else if (!skipWait) {
if (!WaitForResource(mappedBuffer, Flags))
return D3DERR_WASSTILLDRAWING;
}
}
else {
@ -4414,8 +4421,15 @@ namespace dxvk {
quickRead ||
(boundsCheck && !pResource->DirtyRange().Overlaps(pResource->LockRange()));
if (!skipWait) {
if ((IsPoolManaged(desc.Pool) || desc.Pool == D3DPOOL_SYSTEMMEM) && !(Flags & D3DLOCK_DONOTWAIT) && pResource->GetLockCount() == 0
&& m_d3d9Options.allowImplicitDiscard) {
const bool managed = IsPoolManaged(desc.Pool);
const bool systemmem = desc.Pool == D3DPOOL_SYSTEMMEM;
const bool doNotWait = Flags & D3DLOCK_DONOTWAIT;
bool doImplicitDiscard = (managed || systemmem) && !doNotWait && pResource->GetLockCount() == 0;
doImplicitDiscard = doImplicitDiscard && m_d3d9Options.allowImplicitDiscard;
if (doImplicitDiscard) {
if (!WaitForResource(mappingBuffer, D3DLOCK_DONOTWAIT)) {
// if the mapped buffer is currently being copied to the primary buffer
// we can just avoid a stall by allocating a new slice and copying the existing contents