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authorStefan Schmidt2018-03-07 18:20:55 +0100
committerStefan Schmidt2018-03-07 18:20:55 +0100
commit9cc0c1987f64a4f538e747058b53e37f4548d8f4 (patch)
tree2bac1b3e58a4e2857e5cc32d30cbe1a3423b94d6 /0004-wined3d-Implement-aligned-persistent-heaps-for-persi.patch
parent8f3ed8701334e289a8a98b275825044cecab9277 (diff)
downloadaur-9cc0c1987f64a4f538e747058b53e37f4548d8f4.tar.gz
Updated to wine-staging 3.3 and commit b33e274f894de751f9abe2e09aec5bc9d1e6b992
Diffstat (limited to '0004-wined3d-Implement-aligned-persistent-heaps-for-persi.patch')
-rw-r--r--0004-wined3d-Implement-aligned-persistent-heaps-for-persi.patch240
1 files changed, 0 insertions, 240 deletions
diff --git a/0004-wined3d-Implement-aligned-persistent-heaps-for-persi.patch b/0004-wined3d-Implement-aligned-persistent-heaps-for-persi.patch
deleted file mode 100644
index 7b4a9e433488..000000000000
--- a/0004-wined3d-Implement-aligned-persistent-heaps-for-persi.patch
+++ /dev/null
@@ -1,240 +0,0 @@
-From 65595c191d2a01b2486ba10618f743c930af362b Mon Sep 17 00:00:00 2001
-From: Andrew Comminos <andrew@comminos.com>
-Date: Sat, 24 Feb 2018 14:38:59 -0800
-Subject: [PATCH 4/8] wined3d: Implement aligned persistent heaps for
- persistently mapped UBOs.
-
----
- dlls/wined3d/buffer.c | 16 ++++++++++++----
- dlls/wined3d/buffer_heap.c | 12 +++++++++---
- dlls/wined3d/cs.c | 15 ++++++++++++++-
- dlls/wined3d/device.c | 15 ++++++++++++++-
- dlls/wined3d/state.c | 11 ++++++++++-
- dlls/wined3d/wined3d_private.h | 5 ++++-
- 6 files changed, 63 insertions(+), 11 deletions(-)
-
-diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c
-index ccb090c907..7d7e506817 100644
---- a/dlls/wined3d/buffer.c
-+++ b/dlls/wined3d/buffer.c
-@@ -279,14 +279,16 @@ static BOOL buffer_alloc_persistent_map(struct wined3d_buffer *buffer, struct wi
- struct wined3d_map_range map_range;
- HRESULT hr;
-
-- if (buffer->resource.usage & WINED3DUSAGE_WRITEONLY)
-+ if (buffer->bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
- {
-- heap = device->wo_buffer_heap;
-+ // Use a heap aligned to constant buffer offset requirements.
-+ heap = device->cb_buffer_heap;
- }
- else
- {
-- FIXME("Using write-only heap for a persistent buffer without WINED3DUSAGE_WRITEONLY.\n");
-- heap = device->rw_buffer_heap;
-+ if (!(buffer->resource.usage & WINED3DUSAGE_WRITEONLY))
-+ FIXME("Using a write-only persistent buffer for %p without WINED3DUSAGE_WRITEONLY.\n", buffer);
-+ heap = device->wo_buffer_heap;
- }
-
- buffer->buffer_heap = heap;
-@@ -791,6 +793,7 @@ DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
- {
- data->buffer_object = buffer->buffer_object;
- data->addr = NULL;
-+ data->length = buffer->resource.size;
- return WINED3D_LOCATION_BUFFER;
- }
- if (locations & WINED3D_LOCATION_PERSISTENT_MAP)
-@@ -798,12 +801,17 @@ DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
- // FIXME(acomminos): should we expose a buffer object we don't wholly own here?
- data->buffer_object = buffer->buffer_heap->buffer_object;
- data->addr = buffer->cs_persistent_map.offset;
-+ // Note that the size of the underlying buffer allocation may be larger
-+ // than the buffer knows about. In this case, we've rounded it up to be
-+ // aligned (e.g. for uniform buffer offsets).
-+ data->length = buffer->cs_persistent_map.size;
- return WINED3D_LOCATION_PERSISTENT_MAP;
- }
- if (locations & WINED3D_LOCATION_SYSMEM)
- {
- data->buffer_object = 0;
- data->addr = buffer->resource.heap_memory;
-+ data->length = buffer->resource.size;
- return WINED3D_LOCATION_SYSMEM;
- }
-
-diff --git a/dlls/wined3d/buffer_heap.c b/dlls/wined3d/buffer_heap.c
-index f24fddffb4..02b925b658 100644
---- a/dlls/wined3d/buffer_heap.c
-+++ b/dlls/wined3d/buffer_heap.c
-@@ -95,7 +95,7 @@ static void element_merge_adjacent(struct wined3d_buffer_heap *heap, struct wine
- }
-
- /* Context activation is done by the caller. */
--HRESULT wined3d_buffer_heap_create(struct wined3d_context *context, GLsizeiptr size, BOOL write_only, struct wined3d_buffer_heap **buffer_heap)
-+HRESULT wined3d_buffer_heap_create(struct wined3d_context *context, GLsizeiptr size, GLsizeiptr alignment, BOOL write_only, struct wined3d_buffer_heap **buffer_heap)
- {
- const struct wined3d_gl_info *gl_info = context->gl_info;
- const GLenum buffer_target = GL_ARRAY_BUFFER;
-@@ -133,6 +133,7 @@ HRESULT wined3d_buffer_heap_create(struct wined3d_context *context, GLsizeiptr s
-
- object->free_list_head = element_new(0, size);
- object->fenced_head = object->fenced_tail = NULL;
-+ object->alignment = alignment;
- InitializeCriticalSection(&object->temp_lock);
-
- *buffer_heap = object;
-@@ -147,12 +148,17 @@ HRESULT wined3d_buffer_heap_destroy(struct wined3d_buffer_heap *heap, struct win
- return WINED3D_OK;
- }
-
--HRESULT wined3d_buffer_heap_alloc(struct wined3d_buffer_heap *heap, GLsizeiptr size, struct wined3d_map_range *out_range) {
-+HRESULT wined3d_buffer_heap_alloc(struct wined3d_buffer_heap *heap, GLsizeiptr size, struct wined3d_map_range *out_range)
-+{
- EnterCriticalSection(&heap->temp_lock);
-
- // TODO(acomminos): free list binning?
- struct wined3d_buffer_heap_element *elem = heap->free_list_head;
-- // XXX(acomminos): Avoid fragmentation by rounding to nearest power of two.
-+
-+ // Round up the size to a multiple of the heap's alignment.
-+ if (heap->alignment)
-+ size += heap->alignment - (size % heap->alignment);
-+
- while (elem != NULL)
- {
- TRACE("allocation at %p, size %lld\n", heap->map_ptr + elem->range.offset, elem->range.size);
-diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
-index edcf521b72..d7bdc21a25 100644
---- a/dlls/wined3d/cs.c
-+++ b/dlls/wined3d/cs.c
-@@ -2668,7 +2668,20 @@ static void wined3d_cs_exec_discard_buffer(struct wined3d_cs *cs, const void *da
-
- buffer->cs_persistent_map = op->map_range;
-
-- device_invalidate_state(cs->device, STATE_STREAMSRC);
-+ // TODO(acomminos): merge this logic with buffer.c functions for standalone BOs
-+ if (buffer->bind_flags & WINED3D_BIND_VERTEX_BUFFER)
-+ device_invalidate_state(cs->device, STATE_STREAMSRC);
-+ if (buffer->bind_flags & WINED3D_BIND_INDEX_BUFFER)
-+ device_invalidate_state(cs->device, STATE_INDEXBUFFER);
-+ if (buffer->bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
-+ {
-+ device_invalidate_state(cs->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX));
-+ device_invalidate_state(cs->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL));
-+ device_invalidate_state(cs->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN));
-+ device_invalidate_state(cs->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY));
-+ device_invalidate_state(cs->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL));
-+ device_invalidate_state(cs->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE));
-+ }
-
- wined3d_resource_release(&op->buffer->resource);
- }
-diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
-index 363dcb17f0..e0871d1636 100644
---- a/dlls/wined3d/device.c
-+++ b/dlls/wined3d/device.c
-@@ -853,12 +853,22 @@ static void create_buffer_heap(struct wined3d_device *device, struct wined3d_con
- // TODO(acomminos): definitely don't take up all of vram. this is gonna get
- // paged anyway, though.
- const GLsizeiptr HBO_SIZE = device->adapter->vram_bytes / 4;
-+ const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
-+
-+ GLint ub_alignment;
-+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &ub_alignment);
-
- HRESULT hr;
-- if (FAILED(hr = wined3d_buffer_heap_create(context, HBO_SIZE, TRUE, &device->wo_buffer_heap)))
-+ if (FAILED(hr = wined3d_buffer_heap_create(context, HBO_SIZE, 0, TRUE, &device->wo_buffer_heap)))
- {
- ERR("Failed to create write-only persistent buffer heap, hr %#x.\n", hr);
- }
-+
-+ // TODO(acomminos): can likely use a way smaller heap for CBs by querying limits
-+ if (FAILED(hr = wined3d_buffer_heap_create(context, HBO_SIZE, ub_alignment, TRUE, &device->cb_buffer_heap)))
-+ {
-+ ERR("Failed to create persistent buffer heap for constant buffers, hr %#x.\n", hr);
-+ }
- }
-
- /* Context activation is done by the caller. */
-@@ -866,6 +876,9 @@ static void destroy_buffer_heap(struct wined3d_device *device, struct wined3d_co
- {
- if (device->wo_buffer_heap)
- wined3d_buffer_heap_destroy(device->wo_buffer_heap, context);
-+
-+ if (device->cb_buffer_heap)
-+ wined3d_buffer_heap_destroy(device->cb_buffer_heap, context);
- }
-
- static LONG fullscreen_style(LONG style)
-diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
-index 142a932d07..ce007d1a8e 100644
---- a/dlls/wined3d/state.c
-+++ b/dlls/wined3d/state.c
-@@ -4980,6 +4980,7 @@ static void state_cb(struct wined3d_context *context, const struct wined3d_state
- enum wined3d_shader_type shader_type;
- struct wined3d_buffer *buffer;
- unsigned int i, base, count;
-+ struct wined3d_bo_address bo_addr;
-
- TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
-
-@@ -4992,7 +4993,15 @@ static void state_cb(struct wined3d_context *context, const struct wined3d_state
- for (i = 0; i < count; ++i)
- {
- buffer = state->cb[shader_type][i];
-- GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, buffer ? buffer->buffer_object : 0));
-+ if (buffer)
-+ {
-+ wined3d_buffer_get_memory(buffer, &bo_addr, buffer->locations);
-+ GL_EXTCALL(glBindBufferRange(GL_UNIFORM_BUFFER, base + i, bo_addr.buffer_object, bo_addr.addr, bo_addr.length));
-+ }
-+ else
-+ {
-+ GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, 0));
-+ }
- }
- checkGLcall("bind constant buffers");
- }
-diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
-index d049d57206..cfa48a5f3e 100644
---- a/dlls/wined3d/wined3d_private.h
-+++ b/dlls/wined3d/wined3d_private.h
-@@ -1462,6 +1462,7 @@ struct wined3d_bo_address
- {
- GLuint buffer_object;
- BYTE *addr;
-+ GLsizeiptr length;
- };
-
- struct wined3d_const_bo_address
-@@ -2972,6 +2973,7 @@ struct wined3d_device
-
- /* Dynamic buffer heap */
- struct wined3d_buffer_heap *wo_buffer_heap;
-+ struct wined3d_buffer_heap *cb_buffer_heap;
- };
-
- void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
-@@ -3671,6 +3673,7 @@ struct wined3d_buffer_heap
- {
- GLuint buffer_object;
- void *map_ptr;
-+ GLsizeiptr alignment;
- CRITICAL_SECTION temp_lock; // Temporary lock while we implement the fenced free list.
-
- // TODO: add buckets for free regions of a given size.
-@@ -3684,7 +3687,7 @@ struct wined3d_buffer_heap
- struct wined3d_buffer_heap_fenced_element *fenced_tail;
- };
-
--HRESULT wined3d_buffer_heap_create(struct wined3d_context *context, GLsizeiptr size, BOOL write_only, struct wined3d_buffer_heap **heap) DECLSPEC_HIDDEN;
-+HRESULT wined3d_buffer_heap_create(struct wined3d_context *context, GLsizeiptr size, GLsizeiptr alignment, BOOL write_only, struct wined3d_buffer_heap **heap) DECLSPEC_HIDDEN;
- HRESULT wined3d_buffer_heap_destroy(struct wined3d_buffer_heap *heap, struct wined3d_context *context) DECLSPEC_HIDDEN;
- // Fetches a buffer from the heap of at least the given size.
- HRESULT wined3d_buffer_heap_alloc(struct wined3d_buffer_heap *heap, GLsizeiptr size, struct wined3d_map_range* out_range) DECLSPEC_HIDDEN;
---
-2.16.2
-