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https://github.com/doitsujin/dxvk.git
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[d3d11] Determine pending commands based on sequence number
We get this for free and this allows us to query how many CS chunks have been emitted since the last flush.
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@ -170,7 +170,7 @@ namespace dxvk {
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D3D10DeviceLock lock = LockContext();
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if (m_csIsBusy || !m_csChunk->empty()) {
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if (GetPendingCsChunks()) {
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// Add commands to flush the threaded
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// context, then flush the command list
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EmitCs([] (DxvkContext* ctx) {
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@ -181,7 +181,7 @@ namespace dxvk {
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// Reset flush timer used for implicit flushes
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m_lastFlush = dxvk::high_resolution_clock::now();
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m_csIsBusy = false;
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m_flushSeqNum = m_csSeqNum;
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}
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}
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@ -257,10 +257,6 @@ namespace dxvk {
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RestoreCommandListState();
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else
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ResetContextState();
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// Mark CS thread as busy so that subsequent
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// flush operations get executed correctly.
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m_csIsBusy = true;
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}
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@ -833,7 +829,6 @@ namespace dxvk {
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void D3D11ImmediateContext::EmitCsChunk(DxvkCsChunkRef&& chunk) {
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m_csSeqNum = m_csThread.dispatchChunk(std::move(chunk));
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m_csIsBusy = true;
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}
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@ -864,6 +859,11 @@ namespace dxvk {
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}
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uint64_t D3D11ImmediateContext::GetPendingCsChunks() {
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return GetCurrentSequenceNumber() - m_flushSeqNum;
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}
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void D3D11ImmediateContext::FlushImplicit(BOOL StrongHint) {
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// Flush only if the GPU is about to go idle, in
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// order to keep the number of submissions low.
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@ -88,7 +88,6 @@ namespace dxvk {
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DxvkCsThread m_csThread;
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uint64_t m_csSeqNum = 0ull;
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bool m_csIsBusy = false;
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Rc<sync::CallbackFence> m_eventSignal;
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uint64_t m_eventCount = 0ull;
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@ -96,6 +95,9 @@ namespace dxvk {
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VkDeviceSize m_maxImplicitDiscardSize = 0ull;
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uint64_t m_flushSeqNum = 0ull;
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dxvk::high_resolution_clock::time_point m_lastFlush
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= dxvk::high_resolution_clock::now();
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@ -158,6 +160,8 @@ namespace dxvk {
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uint64_t GetCurrentSequenceNumber();
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uint64_t GetPendingCsChunks();
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void FlushImplicit(BOOL StrongHint);
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void SignalEvent(HANDLE hEvent);
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