mirror of
https://github.com/doitsujin/dxvk.git
synced 2024-12-04 16:24:29 +01:00
[d3d11] Improve flushing around deferred context submissions
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@ -67,20 +67,20 @@ namespace dxvk {
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}
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uint64_t D3D11CommandList::EmitToCsThread(DxvkCsThread* CsThread) {
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void D3D11CommandList::EmitToCsThread(
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const D3D11ChunkDispatchProc& DispatchProc) {
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uint64_t seq = 0;
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for (const auto& query : m_queries)
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query->DoDeferredEnd();
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for (const auto& chunk : m_chunks)
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seq = CsThread->dispatchChunk(DxvkCsChunkRef(chunk));
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seq = DispatchProc(DxvkCsChunkRef(chunk));
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for (const auto& resource : m_resources)
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TrackResourceSequenceNumber(resource, seq);
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MarkSubmitted();
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return seq;
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}
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@ -1,9 +1,13 @@
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#pragma once
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#include <functional>
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#include "d3d11_context.h"
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namespace dxvk {
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using D3D11ChunkDispatchProc = std::function<uint64_t (DxvkCsChunkRef&&)>;
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class D3D11CommandList : public D3D11DeviceChild<ID3D11CommandList> {
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public:
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@ -29,14 +33,18 @@ namespace dxvk {
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void EmitToCommandList(
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ID3D11CommandList* pCommandList);
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uint64_t EmitToCsThread(
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DxvkCsThread* CsThread);
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void EmitToCsThread(
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const D3D11ChunkDispatchProc& DispatchProc);
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void TrackResourceUsage(
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ID3D11Resource* pResource,
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D3D11_RESOURCE_DIMENSION ResourceType,
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UINT Subresource);
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bool HasTrackedResources() const {
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return !m_resources.empty();
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}
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private:
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UINT const m_contextFlags;
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@ -237,18 +237,29 @@ namespace dxvk {
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// number of pending draw calls is high enough.
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ConsiderFlush(GpuFlushType::ImplicitWeakHint);
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// Dispatch command list to the CS thread and
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// restore the immediate context's state
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uint64_t csSeqNum = commandList->EmitToCsThread(&m_csThread);
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m_csSeqNum = std::max(m_csSeqNum, csSeqNum);
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// Dispatch command list to the CS thread
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commandList->EmitToCsThread([this] (DxvkCsChunkRef&& chunk) {
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EmitCsChunk(std::move(chunk));
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// Return the sequence number from before the flush since
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// that is actually going to be needed for resource tracking
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uint64_t csSeqNum = m_csSeqNum;
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// Consider a flush after every chunk in case the app
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// submits a very large command list or the GPU is idle
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ConsiderFlush(GpuFlushType::ImplicitWeakHint);
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return csSeqNum;
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});
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// If any resource tracking took place, flush with a strong hint
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if (commandList->HasTrackedResources())
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ConsiderFlush(GpuFlushType::ImplicitStrongHint);
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// Restore the immediate context's state
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if (RestoreContextState)
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RestoreCommandListState();
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else
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ResetContextState();
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// Flush again if the command list was sufficiently long
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ConsiderFlush(GpuFlushType::ImplicitWeakHint);
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}
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