diff options
Diffstat (limited to '0001-wined3d-Initial-implementation-of-a-persistent-mappe.patch')
-rw-r--r-- | 0001-wined3d-Initial-implementation-of-a-persistent-mappe.patch | 806 |
1 files changed, 806 insertions, 0 deletions
diff --git a/0001-wined3d-Initial-implementation-of-a-persistent-mappe.patch b/0001-wined3d-Initial-implementation-of-a-persistent-mappe.patch new file mode 100644 index 000000000000..ab14b215569b --- /dev/null +++ b/0001-wined3d-Initial-implementation-of-a-persistent-mappe.patch @@ -0,0 +1,806 @@ +From 1f69076549bf2351eb6d8d885b35a46b4dc69813 Mon Sep 17 00:00:00 2001 +From: Andrew Comminos <andrew@comminos.com> +Date: Mon, 5 Mar 2018 15:38:35 -0800 +Subject: [PATCH 1/9] wined3d: Initial implementation of a persistent mapped + buffer allocator. + +--- + dlls/wined3d-csmt/Makefile.in | 1 + + dlls/wined3d/Makefile.in | 1 + + dlls/wined3d/buffer_heap.c | 508 +++++++++++++++++++++++++++++++++++++++++ + dlls/wined3d/cs.c | 9 + + dlls/wined3d/device.c | 52 +++++ + dlls/wined3d/directx.c | 3 + + dlls/wined3d/query.c | 2 +- + dlls/wined3d/wined3d_gl.h | 1 + + dlls/wined3d/wined3d_private.h | 68 +++++- + 9 files changed, 641 insertions(+), 4 deletions(-) + create mode 100644 dlls/wined3d/buffer_heap.c + +diff --git a/dlls/wined3d-csmt/Makefile.in b/dlls/wined3d-csmt/Makefile.in +index 1d0458eb46..cb3a5484c6 100644 +--- a/dlls/wined3d-csmt/Makefile.in ++++ b/dlls/wined3d-csmt/Makefile.in +@@ -8,6 +8,7 @@ C_SRCS = \ + arb_program_shader.c \ + ati_fragment_shader.c \ + buffer.c \ ++ buffer_heap.c \ + context.c \ + cs.c \ + device.c \ +diff --git a/dlls/wined3d/Makefile.in b/dlls/wined3d/Makefile.in +index b850ba6872..52ef8666fb 100644 +--- a/dlls/wined3d/Makefile.in ++++ b/dlls/wined3d/Makefile.in +@@ -6,6 +6,7 @@ C_SRCS = \ + arb_program_shader.c \ + ati_fragment_shader.c \ + buffer.c \ ++ buffer_heap.c \ + context.c \ + cs.c \ + device.c \ +diff --git a/dlls/wined3d/buffer_heap.c b/dlls/wined3d/buffer_heap.c +new file mode 100644 +index 0000000000..b133bd6893 +--- /dev/null ++++ b/dlls/wined3d/buffer_heap.c +@@ -0,0 +1,508 @@ ++/* ++ * Copyright 2018 Andrew Comminos ++ * ++ * This library is free software; you can redistribute it and/or ++ * modify it under the terms of the GNU Lesser General Public ++ * License as published by the Free Software Foundation; either ++ * version 2.1 of the License, or (at your option) any later version. ++ * ++ * This library is distributed in the hope that it will be useful, ++ * but WITHOUT ANY WARRANTY; without even the implied warranty of ++ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU ++ * Lesser General Public License for more details. ++ * ++ * You should have received a copy of the GNU Lesser General Public ++ * License along with this library; if not, write to the Free Software ++ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA ++ * ++ */ ++ ++#include "config.h" ++#include "wine/port.h" ++#include "wine/rbtree.h" ++#include "wined3d_private.h" ++ ++WINE_DEFAULT_DEBUG_CHANNEL(d3d); ++WINE_DECLARE_DEBUG_CHANNEL(d3d_perf); ++ ++struct wined3d_buffer_heap_element ++{ ++ struct wined3d_map_range range; ++ ++ // rbtree data ++ struct wine_rb_entry entry; ++ ++ // Binned free list positions ++ struct wined3d_buffer_heap_element *next; ++ struct wined3d_buffer_heap_element *prev; ++}; ++ ++struct wined3d_buffer_heap_fenced_element ++{ ++ struct wined3d_buffer_heap_bin_set free_list; ++ struct wined3d_fence *fence; ++ ++ struct wined3d_buffer_heap_fenced_element *next; ++}; ++ ++static struct wined3d_buffer_heap_element* element_new(GLsizei offset, GLsizei size) ++{ ++ struct wined3d_buffer_heap_element* elem; ++ elem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct wined3d_buffer_heap_element)); ++ if (!elem) ++ return NULL; ++ elem->range.offset = offset; ++ elem->range.size = size; ++ return elem; ++} ++ ++static inline int bitwise_log2_floor(GLsizei size) ++{ ++ // XXX(acomminos): I hope this gets unrolled. ++ for (int i = 8 * sizeof(GLsizei) - 1; i >= 0; i--) ++ { ++ if ((size >> i) & 1) { ++ return i; ++ } ++ } ++ return 0; ++} ++ ++static inline int bitwise_log2_ceil(GLsizei size) ++{ ++ // Add one to the floor of size if size isn't a power of two. ++ return bitwise_log2_floor(size) + !!(size & (size - 1)); ++} ++ ++static int element_bin(struct wined3d_buffer_heap_element *elem) ++{ ++ return min(WINED3D_BUFFER_HEAP_BINS - 1, bitwise_log2_floor(elem->range.size)); ++} ++ ++// Inserts an element into the appropriate free list bin. ++static void element_insert_free_bin(struct wined3d_buffer_heap *heap, struct wined3d_buffer_heap_element *elem) ++{ ++ int bin = element_bin(elem); ++ ++ elem->prev = NULL; ++ elem->next = heap->free_list.bins[bin].head; ++ if (heap->free_list.bins[bin].head) ++ heap->free_list.bins[bin].head->prev = elem; ++ heap->free_list.bins[bin].head = elem; ++ ++ if (!heap->free_list.bins[bin].tail) ++ heap->free_list.bins[bin].tail = elem; ++ ++ TRACE("Inserted allocation at %p of size %lld into bin %d\n", elem->range.offset, elem->range.size, bin); ++} ++ ++// Removes an element from the free tree, its bin, and the coalesce list. ++static void element_remove_free(struct wined3d_buffer_heap *heap, struct wined3d_buffer_heap_element *elem) ++{ ++ int bin = element_bin(elem); ++ ++ if (elem->prev) ++ elem->prev->next = elem->next; ++ ++ if (elem->next) ++ elem->next->prev = elem->prev; ++ ++ if (elem == heap->free_list.bins[bin].head) ++ heap->free_list.bins[bin].head = elem->next; ++ ++ if (elem == heap->free_list.bins[bin].tail) ++ heap->free_list.bins[bin].tail = elem->prev; ++ ++ elem->prev = NULL; ++ elem->next = NULL; ++ ++ TRACE("Freed allocation at %p of size %lld from bin %d\n", elem->range.offset, elem->range.size, bin); ++} ++ ++static struct wined3d_buffer_heap_fenced_element* fenced_element_new(struct wined3d_buffer_heap_bin_set bins, struct wined3d_fence* fence) ++{ ++ struct wined3d_buffer_heap_fenced_element* elem; ++ elem = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct wined3d_buffer_heap_fenced_element)); ++ if (!elem) ++ return NULL; ++ elem->free_list = bins; ++ elem->fence = fence; ++ elem->next = NULL; ++ return elem; ++} ++ ++static int free_tree_compare(const void *key, const struct wine_rb_entry *entry) ++{ ++ const GLsizei offset = *(const GLsizei*) key; ++ struct wined3d_buffer_heap_element *elem = WINE_RB_ENTRY_VALUE(entry, struct wined3d_buffer_heap_element, entry); ++ ++ if (offset < elem->range.offset) ++ return -1; ++ if (offset > elem->range.offset) ++ return 1; ++ return 0; ++} ++ ++/* Context activation is done by the caller. */ ++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; ++ GLbitfield access_flags; ++ GLbitfield storage_flags; ++ struct wined3d_buffer_heap_element *initial_elem; ++ ++ struct wined3d_buffer_heap *object; ++ ++ if ((alignment & (alignment - 1)) != 0) ++ { ++ return E_FAIL; ++ } ++ ++ if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) ++ { ++ return E_OUTOFMEMORY; ++ } ++ ++ access_flags = GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_WRITE_BIT; ++ if (!write_only) ++ { ++ access_flags |= GL_MAP_READ_BIT; ++ } ++ storage_flags = access_flags; ++ ++ // TODO(acomminos): where should we be checking for errors here? ++ GL_EXTCALL(glGenBuffers(1, &object->buffer_object)); ++ ++ context_bind_bo(context, buffer_target, object->buffer_object); ++ ++ // TODO(acomminos): assert glBufferStorage supported? ++ GL_EXTCALL(glBufferStorage(buffer_target, size, NULL, storage_flags)); ++ ++ if (!(object->map_ptr = GL_EXTCALL(glMapBufferRange(buffer_target, 0, size, access_flags)))) ++ { ++ ERR("Couldn't map persistent buffer.\n"); ++ return -1; // FIXME(acomminos): proper error code, cleanup ++ } ++ context_bind_bo(context, buffer_target, 0); ++ ++ object->fenced_head = object->fenced_tail = NULL; ++ object->alignment = alignment; ++ InitializeCriticalSection(&object->temp_lock); ++ ++ initial_elem = element_new(0, size); ++ // Don't bother adding the initial allocation to the coalescing tree. ++ element_insert_free_bin(object, initial_elem); ++ ++ *buffer_heap = object; ++ ++ return WINED3D_OK; ++} ++ ++/* Context activation is done by the caller. */ ++HRESULT wined3d_buffer_heap_destroy(struct wined3d_buffer_heap *heap, struct wined3d_context *context) ++{ ++ FIXME("Unimplemented, leaking buffer"); ++ return WINED3D_OK; ++} ++ ++HRESULT wined3d_buffer_heap_alloc(struct wined3d_buffer_heap *heap, GLsizeiptr size, struct wined3d_map_range *out_range) ++{ ++ int initial_bin; ++ int initial_size = size; ++ ++ EnterCriticalSection(&heap->temp_lock); ++ ++ // After alignment, reduce fragmentation by rounding to next power of two. ++ // If the alignment is a power of two (which it should be), this should be ++ // no problem. ++ size = 1 << bitwise_log2_ceil(size); ++ ++ // Align size values where possible. ++ if (heap->alignment && (size % heap->alignment != 0)) ++ size += heap->alignment - (size % heap->alignment); ++ ++ initial_bin = min(WINED3D_BUFFER_HEAP_BINS - 1, bitwise_log2_ceil(size)); ++ ++ for (int i = initial_bin; i < WINED3D_BUFFER_HEAP_BINS; i++) ++ { ++ struct wined3d_buffer_heap_element *elem = heap->free_list.bins[i].head; ++ if (elem) ++ { ++ struct wined3d_map_range remaining_range; ++ remaining_range.offset = elem->range.offset + size; ++ remaining_range.size = elem->range.size - size; ++ ++ out_range->offset = elem->range.offset; ++ out_range->size = size; ++ ++ TRACE_(d3d_perf)("Allocated %d (requested %d) at %p from bin %d (initial %d)\n", size, initial_size, elem->range.offset, i, initial_bin); ++ ++ // Remove the element from its current free bin to move it to the correct list. ++ element_remove_free(heap, elem); ++ ++ if (remaining_range.size > 0) ++ { ++ TRACE_(d3d_perf)("Imperfect fit allocated, fragmenting remainder of %lld at %p.\n", remaining_range.size, remaining_range.offset); ++ ++ elem->range = remaining_range; ++ element_insert_free_bin(heap, elem); ++ } ++ else ++ { ++ HeapFree(GetProcessHeap(), 0, elem); ++ } ++ ++ LeaveCriticalSection(&heap->temp_lock); ++ return WINED3D_OK; ++ } ++ } ++ ++ LeaveCriticalSection(&heap->temp_lock); ++ ++ FIXME_(d3d_perf)("Forcing coalesce, not enough free space in buffer heap.\n"); ++ int num_coalesced; ++ if (SUCCEEDED(wined3d_buffer_heap_deferred_coalesce(heap, &num_coalesced))) ++ { ++ if (num_coalesced > 0) ++ return wined3d_buffer_heap_alloc(heap, size, out_range); ++ } ++ ++ FIXME_(d3d_perf)("Coalescing did not create new blocks, failing.\n"); ++ ++ return WINED3DERR_OUTOFVIDEOMEMORY; ++} ++ ++HRESULT wined3d_buffer_heap_free(struct wined3d_buffer_heap *heap, struct wined3d_map_range range) ++{ ++ struct wined3d_buffer_heap_element *elem = element_new(range.offset, range.size); ++ ++ if (!elem) ++ return E_OUTOFMEMORY; ++ ++ EnterCriticalSection(&heap->temp_lock); ++ ++ // Only insert the element into a free bin, coalescing will occur later. ++ element_insert_free_bin(heap, elem); ++ ++ LeaveCriticalSection(&heap->temp_lock); ++ ++ return WINED3D_OK; ++} ++ ++HRESULT wined3d_buffer_heap_free_fenced(struct wined3d_buffer_heap *heap, struct wined3d_device *device, struct wined3d_map_range range) ++{ ++ struct wined3d_buffer_heap_element *elem = element_new(range.offset, range.size); ++ int bin_index = element_bin(elem); ++ struct wined3d_buffer_heap_bin *bin = &heap->pending_fenced_bins.bins[bin_index]; ++ ++ if (bin->tail) ++ { ++ bin->tail->next = elem; ++ elem->prev = bin->tail; ++ bin->tail = elem; ++ } ++ else ++ { ++ bin->head = elem; ++ bin->tail = elem; ++ } ++ ++ return WINED3D_OK; ++} ++ ++HRESULT wined3d_buffer_heap_cs_fence_issue(struct wined3d_buffer_heap *heap, struct wined3d_device *device) ++{ ++ struct wined3d_buffer_heap_fenced_element *fenced_elem; ++ struct wined3d_fence *fence; ++ HRESULT hr; ++ ++ if (heap->fenced_head) ++ { ++ // XXX(acomminos): double or triple buffer this? ++ wined3d_buffer_heap_cs_fence_wait(heap, device); ++ } ++ ++ if (FAILED(hr = wined3d_fence_create(device, &fence))) ++ { ++ ERR("Failed to create fence.\n"); ++ return hr; ++ } ++ ++ fenced_elem = fenced_element_new(heap->pending_fenced_bins, fence); ++ if (!fenced_elem) ++ return E_OUTOFMEMORY; ++ ++ TRACE_(d3d_perf)("Dispatching fenced buffer set.\n"); ++ memset(&heap->pending_fenced_bins, 0, sizeof(heap->pending_fenced_bins)); ++ ++ // Append to end of fenced list, which works well if you assume that buffers ++ // are freed in some ascending draw call ordering. ++ if (!heap->fenced_head) ++ { ++ heap->fenced_head = fenced_elem; ++ heap->fenced_tail = fenced_elem; ++ } ++ else ++ { ++ heap->fenced_tail->next = fenced_elem; ++ heap->fenced_tail = fenced_elem; ++ } ++ ++ wined3d_fence_issue(fence, device); ++ return WINED3D_OK; ++} ++ ++HRESULT wined3d_buffer_heap_cs_fence_wait(struct wined3d_buffer_heap *heap, struct wined3d_device *device) ++{ ++ enum wined3d_fence_result res; ++ struct wined3d_buffer_heap_fenced_element *elem = heap->fenced_head; ++ if (!elem) ++ return WINED3D_OK; ++ ++ res = wined3d_fence_wait(elem->fence, device); ++ switch (res) ++ { ++ case WINED3D_FENCE_OK: ++ case WINED3D_FENCE_NOT_STARTED: ++ { ++ TRACE_(d3d_perf)("Freed fence group.\n"); ++ ++ EnterCriticalSection(&heap->temp_lock); ++ for (int i = 0; i < WINED3D_BUFFER_HEAP_BINS; i++) ++ { ++ struct wined3d_buffer_heap_bin *elem_bin = &elem->free_list.bins[i]; ++ if (!elem_bin->tail) ++ continue; ++ ++ struct wined3d_buffer_heap_bin *heap_bin = &heap->free_list.bins[i]; ++ if (heap_bin->head) ++ { ++ // Insert to front. ++ elem_bin->tail->next = heap_bin->head; ++ heap_bin->head->prev = elem_bin->tail; ++ ++ elem_bin->head->prev = NULL; ++ heap_bin->head = elem_bin->head; ++ } ++ else ++ { ++ elem_bin->head->prev = NULL; ++ heap_bin->head = elem_bin->head; ++ elem_bin->tail->next = NULL; ++ heap_bin->tail = elem_bin->tail; ++ } ++ } ++ LeaveCriticalSection(&heap->temp_lock); ++ ++ wined3d_fence_destroy(elem->fence); ++ ++ heap->fenced_head = elem->next; ++ HeapFree(GetProcessHeap(), 0, elem); ++ // TODO(acomminos): bother to null out fenced_tail? ++ break; ++ } ++ default: ++ return WINED3D_OK; ++ } ++ ++ return WINED3D_OK; ++} ++ ++HRESULT wined3d_buffer_heap_deferred_coalesce(struct wined3d_buffer_heap *heap, int *coalesced_count) ++{ ++ struct wined3d_buffer_heap_element *elem = NULL; ++ struct wined3d_buffer_heap_element *next = NULL; ++ struct wine_rb_entry *entry; ++ struct wined3d_map_range coalesced_range; ++ ++ struct wine_rb_tree free_tree; ++ int num_coalesced = 0; ++ ++ wine_rb_init(&free_tree, free_tree_compare); ++ ++ EnterCriticalSection(&heap->temp_lock); ++ ++ // TODO(acomminos): on one hand, if there's a lot of elements in the list, ++ // it's highly fragmented. on the other, we can potentially waste a decent ++ // sum of time checking for uncoalesced bins. ++ for (int i = 0; i < WINED3D_BUFFER_HEAP_BINS; i++) ++ { ++ elem = heap->free_list.bins[i].head; ++ while (elem) ++ { ++ // Insert a sentry. FIXME(acomminos): can skip this with traversal. ++ if (wine_rb_put(&free_tree, &elem->range.offset, &elem->entry) == -1) ++ { ++ ERR("Failed to insert key %x in tree.\n", elem->range.offset); ++ elem = elem->next; ++ continue; ++ } ++ ++ coalesced_range = elem->range; ++ ++ // Coalesce right. ++ entry = wine_rb_next(&elem->entry); ++ if (entry) ++ { ++ TRACE("Coalesced right.\n"); ++ struct wined3d_buffer_heap_element *right_elem = WINE_RB_ENTRY_VALUE(entry, struct wined3d_buffer_heap_element, entry); ++ if (elem->range.offset + elem->range.size == right_elem->range.offset) ++ { ++ coalesced_range.size += right_elem->range.size; ++ ++ wine_rb_remove(&free_tree, entry); ++ element_remove_free(heap, right_elem); ++ HeapFree(GetProcessHeap(), 0, right_elem); ++ ++ num_coalesced++; ++ } ++ } ++ ++ // Coalesce left. ++ entry = wine_rb_prev(&elem->entry); ++ if (entry) ++ { ++ TRACE("Coalesced left.\n"); ++ struct wined3d_buffer_heap_element *left_elem = WINE_RB_ENTRY_VALUE(entry, struct wined3d_buffer_heap_element, entry); ++ if (left_elem->range.offset + left_elem->range.size == coalesced_range.offset) ++ { ++ coalesced_range.offset = left_elem->range.offset; ++ coalesced_range.size += left_elem->range.size; ++ ++ wine_rb_remove(&free_tree, entry); ++ element_remove_free(heap, left_elem); ++ HeapFree(GetProcessHeap(), 0, left_elem); ++ ++ num_coalesced++; ++ } ++ } ++ ++ next = elem->next; ++ ++ if (elem->range.size != coalesced_range.size) ++ { ++ FIXME_(d3d_perf)("Coalesced range from (%p, %ld) to (%p, %ld)\n", elem->range.offset, elem->range.size, coalesced_range.offset, coalesced_range.size); ++ ++ wine_rb_remove(&free_tree, &elem->entry); ++ ++ // Move to the correct free bin. ++ element_remove_free(heap, elem); ++ elem->range = coalesced_range; ++ element_insert_free_bin(heap, elem); ++ ++ wine_rb_put(&free_tree, &elem->range.offset, &elem->entry); ++ } ++ ++ elem = next; ++ } ++ } ++ ++ LeaveCriticalSection(&heap->temp_lock); ++ ++ FIXME_(d3d_perf)("Performed %d coalesces.\n", num_coalesced); ++ if (coalesced_count) ++ *coalesced_count = num_coalesced; ++ ++ return WINED3D_OK; ++} +diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c +index 3a7c95ddd8..50a4d041cd 100644 +--- a/dlls/wined3d/cs.c ++++ b/dlls/wined3d/cs.c +@@ -472,6 +472,15 @@ static void wined3d_cs_exec_present(struct wined3d_cs *cs, const void *data) + } + + InterlockedDecrement(&cs->pending_presents); ++ ++ // FIXME(acomminos): is this the right place to put double-buffered frame ++ // timing based logic? ++ // FIXME(acomminos): this conditional sucks, replace with fancier feature check ++ if (cs->device->wo_buffer_heap && cs->device->cb_buffer_heap) ++ { ++ wined3d_buffer_heap_cs_fence_issue(cs->device->wo_buffer_heap, cs->device); ++ wined3d_buffer_heap_cs_fence_issue(cs->device->cb_buffer_heap, cs->device); ++ } + } + + void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain, +diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c +index e2b27e0cf4..785841a062 100644 +--- a/dlls/wined3d/device.c ++++ b/dlls/wined3d/device.c +@@ -833,6 +833,53 @@ static void destroy_default_samplers(struct wined3d_device *device, struct wined + device->null_sampler = NULL; + } + ++/* Context activation is done by the caller. */ ++static void create_buffer_heap(struct wined3d_device *device, struct wined3d_context *context) ++{ ++ const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; ++ // TODO(acomminos): kill this magic number. perhaps base on vram. ++ GLsizeiptr geo_heap_size = 512 * 1024 * 1024; ++ // We choose a constant buffer size of 128MB, the same as NVIDIA claims to ++ // use in their Direct3D driver for discarded constant buffers. ++ GLsizeiptr cb_heap_size = 128 * 1024 * 1024; ++ GLint ub_alignment; ++ HRESULT hr; ++ ++ if (gl_info->supported[ARB_BUFFER_STORAGE]) ++ { ++ gl_info->gl_ops.gl.p_glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &ub_alignment); ++ ++ // Align constant buffer heap size, in case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT isn't a power of two (for some reason). ++ cb_heap_size -= cb_heap_size % ub_alignment; ++ ++ if (FAILED(hr = wined3d_buffer_heap_create(context, geo_heap_size, 0, TRUE, &device->wo_buffer_heap))) ++ { ++ ERR("Failed to create write-only persistent buffer heap, hr %#x.\n", hr); ++ } ++ ++ if (FAILED(hr = wined3d_buffer_heap_create(context, cb_heap_size, ub_alignment, TRUE, &device->cb_buffer_heap))) ++ { ++ ERR("Failed to create persistent buffer heap for constant buffers, hr %#x.\n", hr); ++ } ++ ++ FIXME("Initialized PBA (geo_heap_size: %ld, cb_heap_size: %ld, ub_align: %d)\n", geo_heap_size, cb_heap_size, ub_alignment); ++ } ++ else ++ { ++ FIXME("Not using PBA, ARB_buffer_storage unsupported.\n"); ++ } ++} ++ ++/* Context activation is done by the caller. */ ++static void destroy_buffer_heap(struct wined3d_device *device, struct wined3d_context *context) ++{ ++ 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) + { + /* Make sure the window is managed, otherwise we won't get keyboard input. */ +@@ -997,6 +1044,8 @@ static void wined3d_device_delete_opengl_contexts_cs(void *object) + device->shader_backend->shader_free_private(device); + destroy_dummy_textures(device, context); + destroy_default_samplers(device, context); ++ destroy_buffer_heap(device, context); ++ + context_release(context); + + while (device->context_count) +@@ -1045,6 +1094,9 @@ static void wined3d_device_create_primary_opengl_context_cs(void *object) + context = context_acquire(device, target, 0); + create_dummy_textures(device, context); + create_default_samplers(device, context); ++ ++ create_buffer_heap(device, context); ++ + context_release(context); + } + +diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c +index 8720fc7ad6..46c6a59536 100644 +--- a/dlls/wined3d/directx.c ++++ b/dlls/wined3d/directx.c +@@ -111,6 +111,7 @@ static const struct wined3d_extension_map gl_extension_map[] = + /* ARB */ + {"GL_ARB_base_instance", ARB_BASE_INSTANCE }, + {"GL_ARB_blend_func_extended", ARB_BLEND_FUNC_EXTENDED }, ++ {"GL_ARB_buffer_storage", ARB_BUFFER_STORAGE }, + {"GL_ARB_clear_buffer_object", ARB_CLEAR_BUFFER_OBJECT }, + {"GL_ARB_clear_texture", ARB_CLEAR_TEXTURE }, + {"GL_ARB_clip_control", ARB_CLIP_CONTROL }, +@@ -2714,6 +2715,8 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info) + /* GL_ARB_blend_func_extended */ + USE_GL_FUNC(glBindFragDataLocationIndexed) + USE_GL_FUNC(glGetFragDataIndex) ++ /* GL_ARB_buffer_storage */ ++ USE_GL_FUNC(glBufferStorage) + /* GL_ARB_clear_buffer_object */ + USE_GL_FUNC(glClearBufferData) + USE_GL_FUNC(glClearBufferSubData) +diff --git a/dlls/wined3d/query.c b/dlls/wined3d/query.c +index 5ea79b6e4a..f3ca1630e5 100644 +--- a/dlls/wined3d/query.c ++++ b/dlls/wined3d/query.c +@@ -88,7 +88,7 @@ static BOOL wined3d_fence_supported(const struct wined3d_gl_info *gl_info) + return gl_info->supported[ARB_SYNC] || gl_info->supported[NV_FENCE] || gl_info->supported[APPLE_FENCE]; + } + +-static enum wined3d_fence_result wined3d_fence_test(const struct wined3d_fence *fence, ++enum wined3d_fence_result wined3d_fence_test(const struct wined3d_fence *fence, + const struct wined3d_device *device, DWORD flags) + { + const struct wined3d_gl_info *gl_info; +diff --git a/dlls/wined3d/wined3d_gl.h b/dlls/wined3d/wined3d_gl.h +index 87283c850e..7626864ef2 100644 +--- a/dlls/wined3d/wined3d_gl.h ++++ b/dlls/wined3d/wined3d_gl.h +@@ -44,6 +44,7 @@ enum wined3d_gl_extension + /* ARB */ + ARB_BASE_INSTANCE, + ARB_BLEND_FUNC_EXTENDED, ++ ARB_BUFFER_STORAGE, + ARB_CLEAR_BUFFER_OBJECT, + ARB_CLEAR_TEXTURE, + ARB_CLIP_CONTROL, +diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h +index 8aa61d811f..3d535f4e17 100644 +--- a/dlls/wined3d/wined3d_private.h ++++ b/dlls/wined3d/wined3d_private.h +@@ -1712,6 +1712,9 @@ void wined3d_fence_destroy(struct wined3d_fence *fence) DECLSPEC_HIDDEN; + void wined3d_fence_issue(struct wined3d_fence *fence, const struct wined3d_device *device) DECLSPEC_HIDDEN; + enum wined3d_fence_result wined3d_fence_wait(const struct wined3d_fence *fence, + const struct wined3d_device *device) DECLSPEC_HIDDEN; ++// XXX(acomminos): really expose this? ++enum wined3d_fence_result wined3d_fence_test(const struct wined3d_fence *fence, ++ const struct wined3d_device *device, DWORD flags) DECLSPEC_HIDDEN; + + /* Direct3D terminology with little modifications. We do not have an issued + * state because only the driver knows about it, but we have a created state +@@ -2993,6 +2996,10 @@ struct wined3d_device + /* Context management */ + struct wined3d_context **contexts; + UINT context_count; ++ ++ /* 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, +@@ -3513,6 +3520,12 @@ void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb, + DWORD flags) DECLSPEC_HIDDEN; + void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN; + ++struct wined3d_map_range ++{ ++ GLintptr offset; ++ GLsizeiptr size; ++}; ++ + enum wined3d_cs_queue_id + { + WINED3D_CS_QUEUE_DEFAULT = 0, +@@ -3692,12 +3705,61 @@ enum wined3d_buffer_conversion_type + CONV_POSITIONT, + }; + +-struct wined3d_map_range ++struct wined3d_buffer_heap_element; ++struct wined3d_buffer_heap_fenced_element; ++ ++// Number of power-of-two buckets to populate. ++#define WINED3D_BUFFER_HEAP_BINS 32 ++ ++struct wined3d_buffer_heap_bin + { +- UINT offset; +- UINT size; ++ struct wined3d_buffer_heap_element *head; ++ struct wined3d_buffer_heap_element *tail; ++}; ++ ++struct wined3d_buffer_heap_bin_set ++{ ++ struct wined3d_buffer_heap_bin bins[WINED3D_BUFFER_HEAP_BINS]; + }; + ++// A heap that manages allocations with a single GL buffer. ++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. ++ ++ struct wined3d_buffer_heap_bin_set free_list; ++ ++ // Elements that need to be fenced, but haven't reached the required size. ++ struct wined3d_buffer_heap_bin_set pending_fenced_bins; ++ ++ // List of sets of buffers behind a common fence, in FIFO order. ++ struct wined3d_buffer_heap_fenced_element *fenced_head; ++ struct wined3d_buffer_heap_fenced_element *fenced_tail; ++}; ++ ++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. ++// Attempts to coalesce blocks under memory pressure. ++HRESULT wined3d_buffer_heap_alloc(struct wined3d_buffer_heap *heap, GLsizeiptr size, struct wined3d_map_range* out_range) DECLSPEC_HIDDEN; ++// Immediately frees a heap-allocated buffer segment. ++HRESULT wined3d_buffer_heap_free(struct wined3d_buffer_heap *heap, struct wined3d_map_range range) DECLSPEC_HIDDEN; ++// Enqueues a buffer segment to return to the heap once its fence has been signaled. ++HRESULT wined3d_buffer_heap_free_fenced(struct wined3d_buffer_heap *heap, struct wined3d_device *device, struct wined3d_map_range range) DECLSPEC_HIDDEN; ++// Issues a fence for the current set of pending fenced buffers. ++// Double-buffered: if the last fence issued has not yet been triggered, waits ++// on it. ++HRESULT wined3d_buffer_heap_cs_fence_issue(struct wined3d_buffer_heap *heap, struct wined3d_device *device) DECLSPEC_HIDDEN; ++// Waits on the next issued fence in FIFO order. Frees the fenced buffers after ++// the fence has been triggered. ++HRESULT wined3d_buffer_heap_cs_fence_wait(struct wined3d_buffer_heap *heap, struct wined3d_device *device) DECLSPEC_HIDDEN; ++// Performs deferred coalescing of buffers. To be called under memory pressure. ++// Outputs the number of coalesced regions in `num_coalesced`. ++HRESULT wined3d_buffer_heap_deferred_coalesce(struct wined3d_buffer_heap *heap, int *num_coalesced) DECLSPEC_HIDDEN; ++ + struct wined3d_buffer + { + struct wined3d_resource resource; +-- +2.16.2 + |