mirror of
https://github.com/doitsujin/dxvk.git
synced 2024-12-14 18:23:52 +01:00
17a1b0ad44
Avoids deadlocks if we track multiple resources and flush in between.
798 lines
27 KiB
C++
798 lines
27 KiB
C++
#include "d3d11_cmdlist.h"
|
|
#include "d3d11_context_imm.h"
|
|
#include "d3d11_device.h"
|
|
#include "d3d11_texture.h"
|
|
|
|
constexpr static uint32_t MinFlushIntervalUs = 750;
|
|
constexpr static uint32_t IncFlushIntervalUs = 250;
|
|
constexpr static uint32_t MaxPendingSubmits = 6;
|
|
|
|
namespace dxvk {
|
|
|
|
D3D11ImmediateContext::D3D11ImmediateContext(
|
|
D3D11Device* pParent,
|
|
const Rc<DxvkDevice>& Device)
|
|
: D3D11DeviceContext(pParent, Device, DxvkCsChunkFlag::SingleUse),
|
|
m_csThread(Device, Device->createContext()),
|
|
m_maxImplicitDiscardSize(pParent->GetOptions()->maxImplicitDiscardSize),
|
|
m_videoContext(this, Device) {
|
|
EmitCs([
|
|
cDevice = m_device,
|
|
cRelaxedBarriers = pParent->GetOptions()->relaxedBarriers,
|
|
cIgnoreGraphicsBarriers = pParent->GetOptions()->ignoreGraphicsBarriers
|
|
] (DxvkContext* ctx) {
|
|
ctx->beginRecording(cDevice->createCommandList());
|
|
|
|
DxvkBarrierControlFlags barrierControl;
|
|
|
|
if (cRelaxedBarriers)
|
|
barrierControl.set(DxvkBarrierControl::IgnoreWriteAfterWrite);
|
|
|
|
if (cIgnoreGraphicsBarriers)
|
|
barrierControl.set(DxvkBarrierControl::IgnoreGraphicsBarriers);
|
|
|
|
ctx->setBarrierControl(barrierControl);
|
|
});
|
|
|
|
ClearState();
|
|
}
|
|
|
|
|
|
D3D11ImmediateContext::~D3D11ImmediateContext() {
|
|
Flush();
|
|
SynchronizeCsThread(DxvkCsThread::SynchronizeAll);
|
|
SynchronizeDevice();
|
|
}
|
|
|
|
|
|
HRESULT STDMETHODCALLTYPE D3D11ImmediateContext::QueryInterface(REFIID riid, void** ppvObject) {
|
|
if (riid == __uuidof(ID3D11VideoContext)) {
|
|
*ppvObject = ref(&m_videoContext);
|
|
return S_OK;
|
|
}
|
|
|
|
return D3D11DeviceContext::QueryInterface(riid, ppvObject);
|
|
}
|
|
|
|
|
|
D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE D3D11ImmediateContext::GetType() {
|
|
return D3D11_DEVICE_CONTEXT_IMMEDIATE;
|
|
}
|
|
|
|
|
|
UINT STDMETHODCALLTYPE D3D11ImmediateContext::GetContextFlags() {
|
|
return 0;
|
|
}
|
|
|
|
|
|
HRESULT STDMETHODCALLTYPE D3D11ImmediateContext::GetData(
|
|
ID3D11Asynchronous* pAsync,
|
|
void* pData,
|
|
UINT DataSize,
|
|
UINT GetDataFlags) {
|
|
if (!pAsync || (DataSize && !pData))
|
|
return E_INVALIDARG;
|
|
|
|
// Check whether the data size is actually correct
|
|
if (DataSize && DataSize != pAsync->GetDataSize())
|
|
return E_INVALIDARG;
|
|
|
|
// Passing a non-null pData is actually allowed if
|
|
// DataSize is 0, but we should ignore that pointer
|
|
pData = DataSize ? pData : nullptr;
|
|
|
|
// Get query status directly from the query object
|
|
auto query = static_cast<D3D11Query*>(pAsync);
|
|
HRESULT hr = query->GetData(pData, GetDataFlags);
|
|
|
|
// If we're likely going to spin on the asynchronous object,
|
|
// flush the context so that we're keeping the GPU busy.
|
|
if (hr == S_FALSE) {
|
|
// Don't mark the event query as stalling if the app does
|
|
// not intend to spin on it. This reduces flushes on End.
|
|
if (!(GetDataFlags & D3D11_ASYNC_GETDATA_DONOTFLUSH))
|
|
query->NotifyStall();
|
|
|
|
// Ignore the DONOTFLUSH flag here as some games will spin
|
|
// on queries without ever flushing the context otherwise.
|
|
FlushImplicit(FALSE);
|
|
}
|
|
|
|
return hr;
|
|
}
|
|
|
|
|
|
void STDMETHODCALLTYPE D3D11ImmediateContext::Begin(ID3D11Asynchronous* pAsync) {
|
|
D3D10DeviceLock lock = LockContext();
|
|
|
|
if (unlikely(!pAsync))
|
|
return;
|
|
|
|
auto query = static_cast<D3D11Query*>(pAsync);
|
|
|
|
if (unlikely(!query->DoBegin()))
|
|
return;
|
|
|
|
EmitCs([cQuery = Com<D3D11Query, false>(query)]
|
|
(DxvkContext* ctx) {
|
|
cQuery->Begin(ctx);
|
|
});
|
|
}
|
|
|
|
|
|
void STDMETHODCALLTYPE D3D11ImmediateContext::End(ID3D11Asynchronous* pAsync) {
|
|
D3D10DeviceLock lock = LockContext();
|
|
|
|
if (unlikely(!pAsync))
|
|
return;
|
|
|
|
auto query = static_cast<D3D11Query*>(pAsync);
|
|
|
|
if (unlikely(!query->DoEnd())) {
|
|
EmitCs([cQuery = Com<D3D11Query, false>(query)]
|
|
(DxvkContext* ctx) {
|
|
cQuery->Begin(ctx);
|
|
});
|
|
}
|
|
|
|
EmitCs([cQuery = Com<D3D11Query, false>(query)]
|
|
(DxvkContext* ctx) {
|
|
cQuery->End(ctx);
|
|
});
|
|
|
|
if (unlikely(query->TrackStalls())) {
|
|
query->NotifyEnd();
|
|
|
|
if (query->IsStalling())
|
|
Flush();
|
|
else if (query->IsEvent())
|
|
FlushImplicit(TRUE);
|
|
}
|
|
}
|
|
|
|
|
|
void STDMETHODCALLTYPE D3D11ImmediateContext::Flush() {
|
|
Flush1(D3D11_CONTEXT_TYPE_ALL, nullptr);
|
|
}
|
|
|
|
|
|
void STDMETHODCALLTYPE D3D11ImmediateContext::Flush1(
|
|
D3D11_CONTEXT_TYPE ContextType,
|
|
HANDLE hEvent) {
|
|
m_parent->FlushInitContext();
|
|
|
|
if (hEvent)
|
|
SignalEvent(hEvent);
|
|
|
|
D3D10DeviceLock lock = LockContext();
|
|
|
|
if (m_csIsBusy || !m_csChunk->empty()) {
|
|
// Add commands to flush the threaded
|
|
// context, then flush the command list
|
|
EmitCs([] (DxvkContext* ctx) {
|
|
ctx->flushCommandList();
|
|
});
|
|
|
|
FlushCsChunk();
|
|
|
|
// Reset flush timer used for implicit flushes
|
|
m_lastFlush = dxvk::high_resolution_clock::now();
|
|
m_csIsBusy = false;
|
|
}
|
|
}
|
|
|
|
|
|
HRESULT STDMETHODCALLTYPE D3D11ImmediateContext::Signal(
|
|
ID3D11Fence* pFence,
|
|
UINT64 Value) {
|
|
Logger::err("D3D11ImmediateContext::Signal: Not implemented");
|
|
return E_NOTIMPL;
|
|
}
|
|
|
|
|
|
HRESULT STDMETHODCALLTYPE D3D11ImmediateContext::Wait(
|
|
ID3D11Fence* pFence,
|
|
UINT64 Value) {
|
|
Logger::err("D3D11ImmediateContext::Wait: Not implemented");
|
|
return E_NOTIMPL;
|
|
}
|
|
|
|
|
|
void STDMETHODCALLTYPE D3D11ImmediateContext::ExecuteCommandList(
|
|
ID3D11CommandList* pCommandList,
|
|
BOOL RestoreContextState) {
|
|
D3D10DeviceLock lock = LockContext();
|
|
|
|
auto commandList = static_cast<D3D11CommandList*>(pCommandList);
|
|
|
|
// Flush any outstanding commands so that
|
|
// we don't mess up the execution order
|
|
FlushCsChunk();
|
|
|
|
// As an optimization, flush everything if the
|
|
// number of pending draw calls is high enough.
|
|
FlushImplicit(FALSE);
|
|
|
|
// Dispatch command list to the CS thread and
|
|
// restore the immediate context's state
|
|
uint64_t csSeqNum = commandList->EmitToCsThread(&m_csThread);
|
|
m_csSeqNum = std::max(m_csSeqNum, csSeqNum);
|
|
|
|
if (RestoreContextState)
|
|
RestoreState();
|
|
else
|
|
ClearState();
|
|
|
|
// Mark CS thread as busy so that subsequent
|
|
// flush operations get executed correctly.
|
|
m_csIsBusy = true;
|
|
}
|
|
|
|
|
|
HRESULT STDMETHODCALLTYPE D3D11ImmediateContext::FinishCommandList(
|
|
BOOL RestoreDeferredContextState,
|
|
ID3D11CommandList **ppCommandList) {
|
|
InitReturnPtr(ppCommandList);
|
|
|
|
Logger::err("D3D11: FinishCommandList called on immediate context");
|
|
return DXGI_ERROR_INVALID_CALL;
|
|
}
|
|
|
|
|
|
HRESULT STDMETHODCALLTYPE D3D11ImmediateContext::Map(
|
|
ID3D11Resource* pResource,
|
|
UINT Subresource,
|
|
D3D11_MAP MapType,
|
|
UINT MapFlags,
|
|
D3D11_MAPPED_SUBRESOURCE* pMappedResource) {
|
|
D3D10DeviceLock lock = LockContext();
|
|
|
|
if (unlikely(!pResource))
|
|
return E_INVALIDARG;
|
|
|
|
D3D11_RESOURCE_DIMENSION resourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN;
|
|
pResource->GetType(&resourceDim);
|
|
|
|
HRESULT hr;
|
|
|
|
if (likely(resourceDim == D3D11_RESOURCE_DIMENSION_BUFFER)) {
|
|
hr = MapBuffer(
|
|
static_cast<D3D11Buffer*>(pResource),
|
|
MapType, MapFlags, pMappedResource);
|
|
} else {
|
|
hr = MapImage(
|
|
GetCommonTexture(pResource),
|
|
Subresource, MapType, MapFlags,
|
|
pMappedResource);
|
|
}
|
|
|
|
if (unlikely(FAILED(hr)))
|
|
*pMappedResource = D3D11_MAPPED_SUBRESOURCE();
|
|
|
|
return hr;
|
|
}
|
|
|
|
|
|
void STDMETHODCALLTYPE D3D11ImmediateContext::Unmap(
|
|
ID3D11Resource* pResource,
|
|
UINT Subresource) {
|
|
// Since it is very uncommon for images to be mapped compared
|
|
// to buffers, we count the currently mapped images in order
|
|
// to avoid a virtual method call in the common case.
|
|
if (unlikely(m_mappedImageCount > 0)) {
|
|
D3D11_RESOURCE_DIMENSION resourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN;
|
|
pResource->GetType(&resourceDim);
|
|
|
|
if (resourceDim != D3D11_RESOURCE_DIMENSION_BUFFER) {
|
|
D3D10DeviceLock lock = LockContext();
|
|
UnmapImage(GetCommonTexture(pResource), Subresource);
|
|
}
|
|
}
|
|
}
|
|
|
|
void STDMETHODCALLTYPE D3D11ImmediateContext::UpdateSubresource(
|
|
ID3D11Resource* pDstResource,
|
|
UINT DstSubresource,
|
|
const D3D11_BOX* pDstBox,
|
|
const void* pSrcData,
|
|
UINT SrcRowPitch,
|
|
UINT SrcDepthPitch) {
|
|
UpdateResource<D3D11ImmediateContext>(this, pDstResource,
|
|
DstSubresource, pDstBox, pSrcData, SrcRowPitch, SrcDepthPitch, 0);
|
|
}
|
|
|
|
|
|
void STDMETHODCALLTYPE D3D11ImmediateContext::UpdateSubresource1(
|
|
ID3D11Resource* pDstResource,
|
|
UINT DstSubresource,
|
|
const D3D11_BOX* pDstBox,
|
|
const void* pSrcData,
|
|
UINT SrcRowPitch,
|
|
UINT SrcDepthPitch,
|
|
UINT CopyFlags) {
|
|
UpdateResource<D3D11ImmediateContext>(this, pDstResource,
|
|
DstSubresource, pDstBox, pSrcData, SrcRowPitch, SrcDepthPitch, CopyFlags);
|
|
}
|
|
|
|
|
|
void STDMETHODCALLTYPE D3D11ImmediateContext::OMSetRenderTargets(
|
|
UINT NumViews,
|
|
ID3D11RenderTargetView* const* ppRenderTargetViews,
|
|
ID3D11DepthStencilView* pDepthStencilView) {
|
|
FlushImplicit(TRUE);
|
|
|
|
D3D11DeviceContext::OMSetRenderTargets(
|
|
NumViews, ppRenderTargetViews, pDepthStencilView);
|
|
}
|
|
|
|
|
|
void STDMETHODCALLTYPE D3D11ImmediateContext::OMSetRenderTargetsAndUnorderedAccessViews(
|
|
UINT NumRTVs,
|
|
ID3D11RenderTargetView* const* ppRenderTargetViews,
|
|
ID3D11DepthStencilView* pDepthStencilView,
|
|
UINT UAVStartSlot,
|
|
UINT NumUAVs,
|
|
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
|
|
const UINT* pUAVInitialCounts) {
|
|
FlushImplicit(TRUE);
|
|
|
|
D3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews(
|
|
NumRTVs, ppRenderTargetViews, pDepthStencilView,
|
|
UAVStartSlot, NumUAVs, ppUnorderedAccessViews,
|
|
pUAVInitialCounts);
|
|
}
|
|
|
|
|
|
HRESULT D3D11ImmediateContext::MapBuffer(
|
|
D3D11Buffer* pResource,
|
|
D3D11_MAP MapType,
|
|
UINT MapFlags,
|
|
D3D11_MAPPED_SUBRESOURCE* pMappedResource) {
|
|
if (unlikely(!pMappedResource))
|
|
return E_INVALIDARG;
|
|
|
|
if (unlikely(pResource->GetMapMode() == D3D11_COMMON_BUFFER_MAP_MODE_NONE)) {
|
|
Logger::err("D3D11: Cannot map a device-local buffer");
|
|
return E_INVALIDARG;
|
|
}
|
|
|
|
VkDeviceSize bufferSize = pResource->Desc()->ByteWidth;
|
|
|
|
if (likely(MapType == D3D11_MAP_WRITE_DISCARD)) {
|
|
// Allocate a new backing slice for the buffer and set
|
|
// it as the 'new' mapped slice. This assumes that the
|
|
// only way to invalidate a buffer is by mapping it.
|
|
auto physSlice = pResource->DiscardSlice();
|
|
pMappedResource->pData = physSlice.mapPtr;
|
|
pMappedResource->RowPitch = bufferSize;
|
|
pMappedResource->DepthPitch = bufferSize;
|
|
|
|
EmitCs([
|
|
cBuffer = pResource->GetBuffer(),
|
|
cBufferSlice = physSlice
|
|
] (DxvkContext* ctx) {
|
|
ctx->invalidateBuffer(cBuffer, cBufferSlice);
|
|
});
|
|
|
|
return S_OK;
|
|
} else if (likely(MapType == D3D11_MAP_WRITE_NO_OVERWRITE)) {
|
|
// Put this on a fast path without any extra checks since it's
|
|
// a somewhat desired method to partially update large buffers
|
|
DxvkBufferSliceHandle physSlice = pResource->GetMappedSlice();
|
|
pMappedResource->pData = physSlice.mapPtr;
|
|
pMappedResource->RowPitch = bufferSize;
|
|
pMappedResource->DepthPitch = bufferSize;
|
|
return S_OK;
|
|
} else {
|
|
// Quantum Break likes using MAP_WRITE on resources which would force
|
|
// us to synchronize with the GPU multiple times per frame. In those
|
|
// situations, if there are no pending GPU writes to the resource, we
|
|
// can promote it to MAP_WRITE_DISCARD, but preserve the data by doing
|
|
// a CPU copy from the previous buffer slice, to avoid the sync point.
|
|
bool doInvalidatePreserve = false;
|
|
|
|
auto buffer = pResource->GetBuffer();
|
|
auto sequenceNumber = pResource->GetSequenceNumber();
|
|
|
|
if (MapType != D3D11_MAP_READ && !MapFlags && bufferSize <= m_maxImplicitDiscardSize) {
|
|
SynchronizeCsThread(sequenceNumber);
|
|
|
|
bool hasWoAccess = buffer->isInUse(DxvkAccess::Write);
|
|
bool hasRwAccess = buffer->isInUse(DxvkAccess::Read);
|
|
|
|
if (hasRwAccess && !hasWoAccess) {
|
|
// Uncached reads can be so slow that a GPU sync may actually be faster
|
|
doInvalidatePreserve = buffer->memFlags() & VK_MEMORY_PROPERTY_HOST_CACHED_BIT;
|
|
}
|
|
}
|
|
|
|
if (doInvalidatePreserve) {
|
|
FlushImplicit(TRUE);
|
|
|
|
auto prevSlice = pResource->GetMappedSlice();
|
|
auto physSlice = pResource->DiscardSlice();
|
|
|
|
EmitCs([
|
|
cBuffer = std::move(buffer),
|
|
cBufferSlice = physSlice
|
|
] (DxvkContext* ctx) {
|
|
ctx->invalidateBuffer(cBuffer, cBufferSlice);
|
|
});
|
|
|
|
std::memcpy(physSlice.mapPtr, prevSlice.mapPtr, physSlice.length);
|
|
pMappedResource->pData = physSlice.mapPtr;
|
|
pMappedResource->RowPitch = bufferSize;
|
|
pMappedResource->DepthPitch = bufferSize;
|
|
return S_OK;
|
|
} else {
|
|
if (!WaitForResource(buffer, sequenceNumber, MapType, MapFlags))
|
|
return DXGI_ERROR_WAS_STILL_DRAWING;
|
|
|
|
DxvkBufferSliceHandle physSlice = pResource->GetMappedSlice();
|
|
pMappedResource->pData = physSlice.mapPtr;
|
|
pMappedResource->RowPitch = bufferSize;
|
|
pMappedResource->DepthPitch = bufferSize;
|
|
return S_OK;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
HRESULT D3D11ImmediateContext::MapImage(
|
|
D3D11CommonTexture* pResource,
|
|
UINT Subresource,
|
|
D3D11_MAP MapType,
|
|
UINT MapFlags,
|
|
D3D11_MAPPED_SUBRESOURCE* pMappedResource) {
|
|
const Rc<DxvkImage> mappedImage = pResource->GetImage();
|
|
const Rc<DxvkBuffer> mappedBuffer = pResource->GetMappedBuffer(Subresource);
|
|
|
|
auto mapMode = pResource->GetMapMode();
|
|
|
|
if (unlikely(mapMode == D3D11_COMMON_TEXTURE_MAP_MODE_NONE)) {
|
|
Logger::err("D3D11: Cannot map a device-local image");
|
|
return E_INVALIDARG;
|
|
}
|
|
|
|
if (unlikely(Subresource >= pResource->CountSubresources()))
|
|
return E_INVALIDARG;
|
|
|
|
if (likely(pMappedResource != nullptr)) {
|
|
// Resources with an unknown memory layout cannot return a pointer
|
|
if (pResource->Desc()->Usage == D3D11_USAGE_DEFAULT
|
|
&& pResource->Desc()->TextureLayout == D3D11_TEXTURE_LAYOUT_UNDEFINED)
|
|
return E_INVALIDARG;
|
|
} else {
|
|
if (pResource->Desc()->Usage != D3D11_USAGE_DEFAULT)
|
|
return E_INVALIDARG;
|
|
}
|
|
|
|
VkFormat packedFormat = m_parent->LookupPackedFormat(
|
|
pResource->Desc()->Format, pResource->GetFormatMode()).Format;
|
|
|
|
uint64_t sequenceNumber = pResource->GetSequenceNumber(Subresource);
|
|
|
|
auto formatInfo = imageFormatInfo(packedFormat);
|
|
void* mapPtr;
|
|
|
|
if (mapMode == D3D11_COMMON_TEXTURE_MAP_MODE_DIRECT) {
|
|
// Wait for the resource to become available. We do not
|
|
// support image renaming, so stall on DISCARD instead.
|
|
if (MapType == D3D11_MAP_WRITE_DISCARD)
|
|
MapFlags &= ~D3D11_MAP_FLAG_DO_NOT_WAIT;
|
|
|
|
if (MapType != D3D11_MAP_WRITE_NO_OVERWRITE) {
|
|
if (!WaitForResource(mappedImage, sequenceNumber, MapType, MapFlags))
|
|
return DXGI_ERROR_WAS_STILL_DRAWING;
|
|
}
|
|
|
|
// Query the subresource's memory layout and hope that
|
|
// the application respects the returned pitch values.
|
|
mapPtr = mappedImage->mapPtr(0);
|
|
} else {
|
|
constexpr uint32_t DoInvalidate = (1u << 0);
|
|
constexpr uint32_t DoPreserve = (1u << 1);
|
|
constexpr uint32_t DoWait = (1u << 2);
|
|
uint32_t doFlags;
|
|
|
|
if (MapType == D3D11_MAP_READ) {
|
|
// Reads will not change the image content, so we only need
|
|
// to wait for the GPU to finish writing to the mapped buffer.
|
|
doFlags = DoWait;
|
|
} else if (MapType == D3D11_MAP_WRITE_DISCARD) {
|
|
doFlags = DoInvalidate;
|
|
|
|
// If we know for sure that the mapped buffer is currently not
|
|
// in use by the GPU, we don't have to allocate a new slice.
|
|
if (m_csThread.lastSequenceNumber() >= sequenceNumber && !mappedBuffer->isInUse(DxvkAccess::Read))
|
|
doFlags = 0;
|
|
} else if (mapMode == D3D11_COMMON_TEXTURE_MAP_MODE_STAGING && (MapFlags & D3D11_MAP_FLAG_DO_NOT_WAIT)) {
|
|
// Always respect DO_NOT_WAIT for mapped staging images
|
|
doFlags = DoWait;
|
|
} else if (MapType != D3D11_MAP_WRITE_NO_OVERWRITE || mapMode == D3D11_COMMON_TEXTURE_MAP_MODE_BUFFER) {
|
|
// Need to synchronize thread to determine pending GPU accesses
|
|
SynchronizeCsThread(sequenceNumber);
|
|
|
|
// Don't implicitly discard large buffers or buffers of images with
|
|
// multiple subresources, as that is likely to cause memory issues.
|
|
VkDeviceSize bufferSize = pResource->GetMappedSlice(Subresource).length;
|
|
|
|
if (bufferSize >= m_maxImplicitDiscardSize || pResource->CountSubresources() > 1) {
|
|
// Don't check access flags, WaitForResource will return
|
|
// early anyway if the resource is currently in use
|
|
doFlags = DoWait;
|
|
} else if (mappedBuffer->isInUse(DxvkAccess::Write)) {
|
|
// There are pending GPU writes, need to wait for those
|
|
doFlags = DoWait;
|
|
} else if (mappedBuffer->isInUse(DxvkAccess::Read)) {
|
|
// All pending GPU accesses are reads, so the buffer data
|
|
// is still current, and we can prevent GPU synchronization
|
|
// by creating a new slice with an exact copy of the data.
|
|
doFlags = DoInvalidate | DoPreserve;
|
|
} else {
|
|
// There are no pending accesses, so we don't need to wait
|
|
doFlags = 0;
|
|
}
|
|
} else {
|
|
// No need to synchronize staging resources with NO_OVERWRITE
|
|
// since the buffer will be used directly.
|
|
doFlags = 0;
|
|
}
|
|
|
|
if (doFlags & DoInvalidate) {
|
|
FlushImplicit(TRUE);
|
|
|
|
DxvkBufferSliceHandle prevSlice = pResource->GetMappedSlice(Subresource);
|
|
DxvkBufferSliceHandle physSlice = pResource->DiscardSlice(Subresource);
|
|
|
|
EmitCs([
|
|
cImageBuffer = mappedBuffer,
|
|
cBufferSlice = physSlice
|
|
] (DxvkContext* ctx) {
|
|
ctx->invalidateBuffer(cImageBuffer, cBufferSlice);
|
|
});
|
|
|
|
if (doFlags & DoPreserve)
|
|
std::memcpy(physSlice.mapPtr, prevSlice.mapPtr, physSlice.length);
|
|
|
|
mapPtr = physSlice.mapPtr;
|
|
} else {
|
|
if (doFlags & DoWait) {
|
|
// We cannot respect DO_NOT_WAIT for buffer-mapped resources since
|
|
// our internal copies need to be transparent to the application.
|
|
if (mapMode == D3D11_COMMON_TEXTURE_MAP_MODE_BUFFER)
|
|
MapFlags &= ~D3D11_MAP_FLAG_DO_NOT_WAIT;
|
|
|
|
// Wait for mapped buffer to become available
|
|
if (!WaitForResource(mappedBuffer, sequenceNumber, MapType, MapFlags))
|
|
return DXGI_ERROR_WAS_STILL_DRAWING;
|
|
}
|
|
|
|
mapPtr = pResource->GetMappedSlice(Subresource).mapPtr;
|
|
}
|
|
}
|
|
|
|
// Mark the given subresource as mapped
|
|
pResource->SetMapType(Subresource, MapType);
|
|
|
|
if (pMappedResource) {
|
|
auto layout = pResource->GetSubresourceLayout(formatInfo->aspectMask, Subresource);
|
|
pMappedResource->pData = reinterpret_cast<char*>(mapPtr) + layout.Offset;
|
|
pMappedResource->RowPitch = layout.RowPitch;
|
|
pMappedResource->DepthPitch = layout.DepthPitch;
|
|
}
|
|
|
|
m_mappedImageCount += 1;
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
void D3D11ImmediateContext::UnmapImage(
|
|
D3D11CommonTexture* pResource,
|
|
UINT Subresource) {
|
|
D3D11_MAP mapType = pResource->GetMapType(Subresource);
|
|
pResource->SetMapType(Subresource, D3D11_MAP(~0u));
|
|
|
|
if (mapType == D3D11_MAP(~0u))
|
|
return;
|
|
|
|
// Decrement mapped image counter only after making sure
|
|
// the given subresource is actually mapped right now
|
|
m_mappedImageCount -= 1;
|
|
|
|
if ((mapType != D3D11_MAP_READ) &&
|
|
(pResource->GetMapMode() == D3D11_COMMON_TEXTURE_MAP_MODE_BUFFER)) {
|
|
// Now that data has been written into the buffer,
|
|
// we need to copy its contents into the image
|
|
VkImageAspectFlags aspectMask = imageFormatInfo(pResource->GetPackedFormat())->aspectMask;
|
|
VkImageSubresource subresource = pResource->GetSubresourceFromIndex(aspectMask, Subresource);
|
|
|
|
UpdateImage(pResource, &subresource, VkOffset3D { 0, 0, 0 },
|
|
pResource->MipLevelExtent(subresource.mipLevel),
|
|
DxvkBufferSlice(pResource->GetMappedBuffer(Subresource)));
|
|
}
|
|
}
|
|
|
|
|
|
void D3D11ImmediateContext::UpdateMappedBuffer(
|
|
D3D11Buffer* pDstBuffer,
|
|
UINT Offset,
|
|
UINT Length,
|
|
const void* pSrcData,
|
|
UINT CopyFlags) {
|
|
DxvkBufferSliceHandle slice;
|
|
|
|
if (likely(CopyFlags != D3D11_COPY_NO_OVERWRITE)) {
|
|
slice = pDstBuffer->DiscardSlice();
|
|
|
|
EmitCs([
|
|
cBuffer = pDstBuffer->GetBuffer(),
|
|
cBufferSlice = slice
|
|
] (DxvkContext* ctx) {
|
|
ctx->invalidateBuffer(cBuffer, cBufferSlice);
|
|
});
|
|
} else {
|
|
slice = pDstBuffer->GetMappedSlice();
|
|
}
|
|
|
|
std::memcpy(reinterpret_cast<char*>(slice.mapPtr) + Offset, pSrcData, Length);
|
|
}
|
|
|
|
|
|
void STDMETHODCALLTYPE D3D11ImmediateContext::SwapDeviceContextState(
|
|
ID3DDeviceContextState* pState,
|
|
ID3DDeviceContextState** ppPreviousState) {
|
|
InitReturnPtr(ppPreviousState);
|
|
|
|
if (!pState)
|
|
return;
|
|
|
|
Com<D3D11DeviceContextState> oldState = std::move(m_stateObject);
|
|
Com<D3D11DeviceContextState> newState = static_cast<D3D11DeviceContextState*>(pState);
|
|
|
|
if (oldState == nullptr)
|
|
oldState = new D3D11DeviceContextState(m_parent);
|
|
|
|
if (ppPreviousState)
|
|
*ppPreviousState = oldState.ref();
|
|
|
|
m_stateObject = newState;
|
|
|
|
oldState->SetState(m_state);
|
|
newState->GetState(m_state);
|
|
|
|
RestoreState();
|
|
}
|
|
|
|
|
|
void D3D11ImmediateContext::SynchronizeCsThread(uint64_t SequenceNumber) {
|
|
D3D10DeviceLock lock = LockContext();
|
|
|
|
// Dispatch current chunk so that all commands
|
|
// recorded prior to this function will be run
|
|
if (SequenceNumber > m_csSeqNum)
|
|
FlushCsChunk();
|
|
|
|
m_csThread.synchronize(SequenceNumber);
|
|
}
|
|
|
|
|
|
void D3D11ImmediateContext::SynchronizeDevice() {
|
|
m_device->waitForIdle();
|
|
}
|
|
|
|
|
|
bool D3D11ImmediateContext::WaitForResource(
|
|
const Rc<DxvkResource>& Resource,
|
|
uint64_t SequenceNumber,
|
|
D3D11_MAP MapType,
|
|
UINT MapFlags) {
|
|
// Determine access type to wait for based on map mode
|
|
DxvkAccess access = MapType == D3D11_MAP_READ
|
|
? DxvkAccess::Write
|
|
: DxvkAccess::Read;
|
|
|
|
// Wait for any CS chunk using the resource to execute, since
|
|
// otherwise we cannot accurately determine if the resource is
|
|
// actually being used by the GPU right now.
|
|
bool isInUse = Resource->isInUse(access);
|
|
|
|
if (!isInUse) {
|
|
SynchronizeCsThread(SequenceNumber);
|
|
isInUse = Resource->isInUse(access);
|
|
}
|
|
|
|
if (MapFlags & D3D11_MAP_FLAG_DO_NOT_WAIT) {
|
|
if (isInUse) {
|
|
// We don't have to wait, but misbehaving games may
|
|
// still try to spin on `Map` until the resource is
|
|
// idle, so we should flush pending commands
|
|
FlushImplicit(FALSE);
|
|
return false;
|
|
}
|
|
} else {
|
|
if (isInUse) {
|
|
// Make sure pending commands using the resource get
|
|
// executed on the the GPU if we have to wait for it
|
|
Flush();
|
|
SynchronizeCsThread(SequenceNumber);
|
|
|
|
m_device->waitForResource(Resource, access);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void D3D11ImmediateContext::EmitCsChunk(DxvkCsChunkRef&& chunk) {
|
|
m_csSeqNum = m_csThread.dispatchChunk(std::move(chunk));
|
|
m_csIsBusy = true;
|
|
}
|
|
|
|
|
|
void D3D11ImmediateContext::TrackTextureSequenceNumber(
|
|
D3D11CommonTexture* pResource,
|
|
UINT Subresource) {
|
|
uint64_t sequenceNumber = GetCurrentSequenceNumber();
|
|
pResource->TrackSequenceNumber(Subresource, sequenceNumber);
|
|
|
|
FlushImplicit(TRUE);
|
|
}
|
|
|
|
|
|
void D3D11ImmediateContext::TrackBufferSequenceNumber(
|
|
D3D11Buffer* pResource) {
|
|
uint64_t sequenceNumber = GetCurrentSequenceNumber();
|
|
pResource->TrackSequenceNumber(sequenceNumber);
|
|
|
|
FlushImplicit(TRUE);
|
|
}
|
|
|
|
|
|
uint64_t D3D11ImmediateContext::GetCurrentSequenceNumber() {
|
|
// We do not flush empty chunks, so if we are tracking a resource
|
|
// immediately after a flush, we need to use the sequence number
|
|
// of the previously submitted chunk to prevent deadlocks.
|
|
return m_csChunk->empty() ? m_csSeqNum : m_csSeqNum + 1;
|
|
}
|
|
|
|
|
|
void D3D11ImmediateContext::FlushImplicit(BOOL StrongHint) {
|
|
// Flush only if the GPU is about to go idle, in
|
|
// order to keep the number of submissions low.
|
|
uint32_t pending = m_device->pendingSubmissions();
|
|
|
|
if (StrongHint || pending <= MaxPendingSubmits) {
|
|
auto now = dxvk::high_resolution_clock::now();
|
|
|
|
uint32_t delay = MinFlushIntervalUs
|
|
+ IncFlushIntervalUs * pending;
|
|
|
|
// Prevent flushing too often in short intervals.
|
|
if (now - m_lastFlush >= std::chrono::microseconds(delay))
|
|
Flush();
|
|
}
|
|
}
|
|
|
|
|
|
void D3D11ImmediateContext::SignalEvent(HANDLE hEvent) {
|
|
uint64_t value = ++m_eventCount;
|
|
|
|
if (m_eventSignal == nullptr)
|
|
m_eventSignal = new sync::CallbackFence();
|
|
|
|
m_eventSignal->setCallback(value, [hEvent] {
|
|
SetEvent(hEvent);
|
|
});
|
|
|
|
EmitCs([
|
|
cSignal = m_eventSignal,
|
|
cValue = value
|
|
] (DxvkContext* ctx) {
|
|
ctx->signal(cSignal, cValue);
|
|
});
|
|
}
|
|
|
|
}
|