diff options
-rw-r--r-- | .SRCINFO | 22 | ||||
-rw-r--r-- | 0001-wined3d-Initial-implementation-of-a-persistent-mappe.patch | 806 | ||||
-rw-r--r-- | 0002-wined3d-Add-support-for-backing-dynamic-wined3d_buff.patch | 679 | ||||
-rw-r--r-- | 0003-wined3d-Use-ARB_multi_bind-to-speed-up-UBO-updates.patch | 121 | ||||
-rw-r--r-- | 0004-wined3d-Use-GL_CLIENT_STORAGE_BIT-for-persistent-map.patch | 26 | ||||
-rw-r--r-- | 0005-wined3d-Disable-persistently-mapped-shader-resource-.patch | 28 | ||||
-rw-r--r-- | 0006-wined3d-Perform-initial-allocation-of-persistent-buf.patch | 92 | ||||
-rw-r--r-- | 0007-wined3d-Avoid-freeing-persistent-buffer-heap-element.patch | 351 | ||||
-rw-r--r-- | 0008-wined3d-Add-DISABLE_PBA-envvar-some-PBA-cleanup.patch | 211 | ||||
-rw-r--r-- | 0009-wined3d-Add-quirk-to-use-GL_CLIENT_STORAGE_BIT-for-m.patch | 96 | ||||
-rw-r--r-- | PKGBUILD | 43 |
11 files changed, 2462 insertions, 13 deletions
@@ -1,6 +1,6 @@ pkgbase = wine-staging-pba-git pkgdesc = Wine staging branch with PBA patches for increased D3D performance. Git versions. (Also includes Path of Exile DX11 patch!) - pkgver = 3.4.r3602.4d7af408+wine.3.4.r120.gafef57f872+pba.r29.87307b1 + pkgver = 3.4.r3603.4954f5c6+wine.3.4.r142.g5946973021+pba.r29.87307b1 pkgrel = 1 url = https://github.com/acomminos/wine-pba install = wine.install @@ -175,6 +175,15 @@ pkgbase = wine-staging-pba-git source = wine-git::git://source.winehq.org/git/wine.git source = wine-staging-git::git+https://github.com/wine-staging/wine-staging.git source = wine-pba::git+https://github.com/acomminos/wine-pba.git + source = 0001-wined3d-Initial-implementation-of-a-persistent-mappe.patch + source = 0002-wined3d-Add-support-for-backing-dynamic-wined3d_buff.patch + source = 0003-wined3d-Use-ARB_multi_bind-to-speed-up-UBO-updates.patch + source = 0004-wined3d-Use-GL_CLIENT_STORAGE_BIT-for-persistent-map.patch + source = 0005-wined3d-Disable-persistently-mapped-shader-resource-.patch + source = 0006-wined3d-Perform-initial-allocation-of-persistent-buf.patch + source = 0007-wined3d-Avoid-freeing-persistent-buffer-heap-element.patch + source = 0008-wined3d-Add-DISABLE_PBA-envvar-some-PBA-cleanup.patch + source = 0009-wined3d-Add-quirk-to-use-GL_CLIENT_STORAGE_BIT-for-m.patch source = steam.patch source = poe-fix.patch source = harmony-fix.diff @@ -183,8 +192,17 @@ pkgbase = wine-staging-pba-git sha256sums = SKIP sha256sums = SKIP sha256sums = SKIP + sha256sums = f5f8c507f79c829b118125a3749f80ed31eb8ba8ad024d99554a1a6458c438eb + sha256sums = 98372adbb16949edca4c90604cceac5db3d4bf37eccc13d59d3e5735f53f2501 + sha256sums = 112f8fc68d5421805fb1de32c0216c41412afae21153d803127c9d1c1103e35b + sha256sums = 016ee498c9ff7af0d14c7b0e42f4bc5255f5dae6d391fd36c2060668fcade662 + sha256sums = ec11046f6335c2831e3b89c2b0c241b74974415a64523f35f0a606d27d1dbfbb + sha256sums = d2a8febc2500d6a7bed418232efedf82f114e7d14ca1199789abe576dddae90b + sha256sums = ff5ef40b945fdad16db99a1f736c20c53711cfe002d367ea4aa55d84bf6a1207 + sha256sums = dee52666fc680b74f5d5ba1a2a74de715c7b49376895ff057ccada9daaef5911 + sha256sums = 5c3776e5c94b51b368384c79aec9b26716fc6517935d782c121c856f21dfd223 sha256sums = 972d6b114f7621c5f3bd34b1105dd390b318db18fbc76328001c984db488a9b0 - sha256sums = a45b31be24638450a43031dae1b3126a1364da22ec5212bf9cdf66caa037dcf8 + sha256sums = 1c8be30224a67c0f279ae1324165708371aad8f290ebc6da69c686d0904e606c sha256sums = 50ccb5bd2067e5d2739c5f7abcef11ef096aa246f5ceea11d2c3b508fc7f77a1 sha256sums = 9901a5ee619f24662b241672a7358364617227937d5f6d3126f70528ee5111e7 sha256sums = c589c1668851cf5973b8e76d9bd6ae3b9cb9e6524df5d9cb90af4ac20d61d152 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 + diff --git a/0002-wined3d-Add-support-for-backing-dynamic-wined3d_buff.patch b/0002-wined3d-Add-support-for-backing-dynamic-wined3d_buff.patch new file mode 100644 index 000000000000..d4b2299641b0 --- /dev/null +++ b/0002-wined3d-Add-support-for-backing-dynamic-wined3d_buff.patch @@ -0,0 +1,679 @@ +From af82b8e867af940f7ec68998a797aa5d7dfc540a Mon Sep 17 00:00:00 2001 +From: Andrew Comminos <andrew@comminos.com> +Date: Mon, 5 Mar 2018 15:39:11 -0800 +Subject: [PATCH 2/9] wined3d: Add support for backing dynamic wined3d_buffer + objects by a persistent map. + +--- + dlls/wined3d/buffer.c | 220 ++++++++++++++++++++++++++++++++++++++++- + dlls/wined3d/context.c | 6 +- + dlls/wined3d/cs.c | 60 ++++++++++- + dlls/wined3d/resource.c | 18 +++- + dlls/wined3d/state.c | 17 +++- + dlls/wined3d/texture.c | 13 +++ + dlls/wined3d/utils.c | 1 + + dlls/wined3d/wined3d_private.h | 11 +++ + 8 files changed, 336 insertions(+), 10 deletions(-) + +diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c +index cae7ef8788..e7a0f59a67 100644 +--- a/dlls/wined3d/buffer.c ++++ b/dlls/wined3d/buffer.c +@@ -28,12 +28,14 @@ + #include "wined3d_private.h" + + WINE_DEFAULT_DEBUG_CHANNEL(d3d); ++WINE_DECLARE_DEBUG_CHANNEL(d3d_perf); + + #define WINED3D_BUFFER_HASDESC 0x01 /* A vertex description has been found. */ + #define WINED3D_BUFFER_USE_BO 0x02 /* Use a buffer object for this buffer. */ + #define WINED3D_BUFFER_PIN_SYSMEM 0x04 /* Keep a system memory copy for this buffer. */ + #define WINED3D_BUFFER_DISCARD 0x08 /* A DISCARD lock has occurred since the last preload. */ + #define WINED3D_BUFFER_APPLESYNC 0x10 /* Using sync as in GL_APPLE_flush_buffer_range. */ ++#define WINED3D_BUFFER_PERSISTENT 0x20 /* Uses a persistent-mapped buffer via ARB_buffer_storage. */ + + #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */ + #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */ +@@ -269,6 +271,52 @@ fail: + return FALSE; + } + ++/* Context activation is done by the caller. */ ++static BOOL buffer_alloc_persistent_map(struct wined3d_buffer *buffer, struct wined3d_context *context) ++{ ++ struct wined3d_device *device = buffer->resource.device; ++ struct wined3d_buffer_heap *heap; ++ struct wined3d_map_range map_range; ++ HRESULT hr; ++ ++ if (buffer->bind_flags & WINED3D_BIND_CONSTANT_BUFFER) ++ { ++ // Use a heap aligned to constant buffer offset requirements. ++ heap = device->cb_buffer_heap; ++ } ++ else ++ { ++ 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; ++ if (FAILED(hr = wined3d_buffer_heap_alloc(heap, buffer->resource.size, &map_range))) ++ { ++ goto fail; ++ } ++ buffer->cs_persistent_map = map_range; ++ buffer->mt_persistent_map = map_range; ++ return TRUE; ++ ++fail: ++ // FIXME(acomminos): fall back to standalone BO here? ++ ERR("Failed to create persistent map for buffer %p, hr=%x\n", buffer, hr); ++ buffer->buffer_heap = NULL; ++ return FALSE; ++} ++ ++static void buffer_free_persistent_map(struct wined3d_buffer *buffer) ++{ ++ if (!buffer->buffer_heap) ++ return; ++ ++ // TODO(acomminos): get the CS thread to free pending main thread buffers. ++ wined3d_buffer_heap_free(buffer->buffer_heap, buffer->cs_persistent_map); ++ buffer->buffer_heap = NULL; ++} ++ + static BOOL buffer_process_converted_attribute(struct wined3d_buffer *buffer, + const enum wined3d_buffer_conversion_type conversion_type, + const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run) +@@ -631,6 +679,16 @@ static BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer, + return FALSE; + } + return buffer_create_buffer_object(buffer, context); ++ case WINED3D_LOCATION_PERSISTENT_MAP: ++ if (buffer->buffer_heap) ++ return TRUE; ++ ++ if (!(buffer->flags & WINED3D_BUFFER_PERSISTENT)) ++ { ++ WARN("Trying to map a persistent region for buffer %p without WINED3D_BUFFER_PERSISTENT.\n", buffer); ++ return FALSE; ++ } ++ return buffer_alloc_persistent_map(buffer, context); + + default: + ERR("Invalid location %s.\n", wined3d_debug_location(location)); +@@ -689,16 +747,32 @@ BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer, + buffer_conversion_upload(buffer, context); + break; + ++ case WINED3D_LOCATION_PERSISTENT_MAP: ++ // TODO(acomminos): are we guaranteed location_sysmem to be kept? ++ // no. ++ if (buffer->conversion_map) ++ FIXME("Attempting to use conversion map with persistent mapping.\n"); ++ memcpy(buffer->buffer_heap->map_ptr + ++ buffer->cs_persistent_map.offset, ++ buffer->resource.heap_memory, buffer->resource.size); ++ break; ++ + default: + ERR("Invalid location %s.\n", wined3d_debug_location(location)); + return FALSE; + } + + wined3d_buffer_validate_location(buffer, location); +- if (buffer->resource.heap_memory && location == WINED3D_LOCATION_BUFFER ++ if (buffer->resource.heap_memory ++ && location & WINED3D_LOCATION_BUFFER + && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC)) + wined3d_buffer_evict_sysmem(buffer); + ++ // FIXME(acomminos) ++ if (buffer->resource.heap_memory ++ && location & WINED3D_LOCATION_PERSISTENT_MAP) ++ wined3d_buffer_evict_sysmem(buffer); ++ + return TRUE; + } + +@@ -720,12 +794,25 @@ 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) ++ { ++ // 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; + } + +@@ -761,6 +848,8 @@ static void buffer_unload(struct wined3d_resource *resource) + buffer->flags &= ~WINED3D_BUFFER_HASDESC; + } + ++ buffer_free_persistent_map(buffer); ++ + resource_unload(resource); + } + +@@ -784,6 +873,8 @@ static void wined3d_buffer_destroy_object(void *object) + heap_free(buffer->conversion_map); + } + ++ buffer_free_persistent_map(buffer); ++ + heap_free(buffer->maps); + heap_free(buffer); + } +@@ -900,6 +991,16 @@ void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context * + + buffer_mark_used(buffer); + ++ if (buffer->flags & WINED3D_BUFFER_PERSISTENT) ++ { ++ if (wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_PERSISTENT_MAP)) ++ return; ++ ++ ERR("Failed to preload persistent mapping for %p, falling back to BO.\n", buffer); ++ buffer->flags |= WINED3D_BUFFER_USE_BO; ++ buffer->flags &= ~WINED3D_BUFFER_PERSISTENT; ++ } ++ + /* TODO: Make converting independent from VBOs */ + if (!(buffer->flags & WINED3D_BUFFER_USE_BO)) + { +@@ -1010,6 +1111,25 @@ static HRESULT wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UI + + count = ++buffer->resource.map_count; + ++ if (buffer->locations & WINED3D_LOCATION_PERSISTENT_MAP) ++ { ++ const struct wined3d_gl_info *gl_info; ++ context = context_acquire(device, NULL, 0); ++ ++ FIXME_(d3d_perf)("Fences not used for persistent buffer maps on CS thread, using glFinish.\n"); ++ ++ gl_info = context->gl_info; ++ gl_info->gl_ops.gl.p_glFinish(); ++ ++ base = buffer->buffer_heap->map_ptr ++ + buffer->cs_persistent_map.offset; ++ *data = base + offset; ++ ++ context_release(context); ++ ++ return WINED3D_OK; ++ } ++ + if (buffer->buffer_object) + { + unsigned int dirty_offset = offset, dirty_size = size; +@@ -1152,6 +1272,12 @@ static void wined3d_buffer_unmap(struct wined3d_buffer *buffer) + return; + } + ++ if (buffer->flags & WINED3D_BUFFER_PERSISTENT) ++ { ++ TRACE("Persistent buffer, ignore unmap.\n"); ++ return; ++ } ++ + if (buffer->map_ptr) + { + struct wined3d_device *device = buffer->resource.device; +@@ -1256,6 +1382,64 @@ static void buffer_resource_preload(struct wined3d_resource *resource) + + static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx, + struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags) ++{ ++ struct wined3d_buffer *buffer = buffer_from_resource(resource); ++ UINT offset = box ? box->left : 0; ++ ++ if (sub_resource_idx) ++ { ++ WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx); ++ return E_INVALIDARG; ++ } ++ ++ // Support immediate mapping of persistent buffers off the command thread, ++ // which require no GL calls to interface with. ++ if (buffer->locations & WINED3D_LOCATION_PERSISTENT_MAP) ++ { ++ map_desc->row_pitch = map_desc->slice_pitch = buffer->desc.byte_width; ++ if (flags & WINED3D_MAP_DISCARD) ++ { ++ HRESULT hr; ++ struct wined3d_map_range map_range; ++ if (FAILED(hr = wined3d_buffer_heap_alloc(buffer->buffer_heap, resource->size, &map_range))) ++ { ++ FIXME_(d3d_perf)("Failed to allocate new buffer, falling back to sync path.\n"); ++ return hr; ++ } ++ map_desc->data = buffer->buffer_heap->map_ptr + map_range.offset + offset; ++ resource->map_count++; ++ ++ buffer->mt_persistent_map = map_range; ++ ++ // Discard handler on CSMT thread is responsible for returning the ++ // currently used buffer to the free pool, along with the fence that ++ // must be called before the buffer can be reused. ++ wined3d_cs_emit_discard_buffer(resource->device->cs, buffer, map_range); ++ return WINED3D_OK; ++ } ++ else if (flags & WINED3D_MAP_NOOVERWRITE) ++ { ++ // Allow immediate access for persistent buffers without a fence. ++ // Always use the latest buffer in this case in case the latest ++ // DISCARDed one hasn't reached the command stream yet. ++ struct wined3d_map_range map_range = buffer->mt_persistent_map; ++ map_desc->data = buffer->buffer_heap->map_ptr + map_range.offset + offset; ++ resource->map_count++; ++ return WINED3D_OK; ++ } ++ else ++ { ++ // TODO(acomminos): Should check mapped ranges to see if the region is writeable even though NOOVERWRITE is specified. ++ WARN_(d3d_perf)("Mapping persistent buffer %p in sync with CS thread.\n", buffer); ++ // XXX(acomminos): kill this early return. they're the worst. ++ } ++ } ++ ++ return E_NOTIMPL; ++} ++ ++static HRESULT buffer_resource_sub_resource_map_cs(struct wined3d_resource *resource, unsigned int sub_resource_idx, ++ struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags) + { + struct wined3d_buffer *buffer = buffer_from_resource(resource); + UINT offset, size; +@@ -1299,6 +1483,18 @@ static HRESULT buffer_resource_sub_resource_map_info(struct wined3d_resource *re + } + + static HRESULT buffer_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx) ++{ ++ struct wined3d_buffer *buffer = buffer_from_resource(resource); ++ if (buffer->locations & WINED3D_LOCATION_PERSISTENT_MAP) ++ { ++ // Nothing to be done to unmap a region of a persistent buffer. ++ resource->map_count--; ++ return WINED3D_OK; ++ } ++ return E_NOTIMPL; ++} ++ ++static HRESULT buffer_resource_sub_resource_unmap_cs(struct wined3d_resource *resource, unsigned int sub_resource_idx) + { + if (sub_resource_idx) + { +@@ -1319,6 +1515,8 @@ static const struct wined3d_resource_ops buffer_resource_ops = + buffer_resource_sub_resource_map, + buffer_resource_sub_resource_map_info, + buffer_resource_sub_resource_unmap, ++ buffer_resource_sub_resource_map_cs, ++ buffer_resource_sub_resource_unmap_cs, + }; + + static GLenum buffer_type_hint_from_bind_flags(const struct wined3d_gl_info *gl_info, +@@ -1394,12 +1592,30 @@ static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device + buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM; + } + ++ if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC) ++ { ++ if (!gl_info->supported[ARB_BUFFER_STORAGE]) ++ { ++ WARN_(d3d_perf)("Not creating a persistent mapping for a dynamic buffer because ARB_buffer_storage is unsupported.\n"); ++ } ++ else ++ { ++ // If supported, use persistent mapped buffers instead of a ++ // standalone BO for dynamic buffers. ++ buffer->flags |= WINED3D_BUFFER_PERSISTENT; ++ } ++ } ++ + /* Observations show that draw_primitive_immediate_mode() is faster on + * dynamic vertex buffers than converting + draw_primitive_arrays(). + * (Half-Life 2 and others.) */ + dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE]; + +- if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT]) ++ if (buffer->flags & WINED3D_BUFFER_PERSISTENT) ++ { ++ TRACE("Not creating a BO because a persistent mapped buffer will be used.\n"); ++ } ++ else if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT]) + { + TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n"); + } +diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c +index 0e2e68b4b0..eae2c3a79d 100644 +--- a/dlls/wined3d/context.c ++++ b/dlls/wined3d/context.c +@@ -5005,7 +5005,11 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s + if (parameters->indexed) + { + struct wined3d_buffer *index_buffer = state->index_buffer; +- if (!index_buffer->buffer_object || !stream_info->all_vbo) ++ if (index_buffer->locations & WINED3D_LOCATION_PERSISTENT_MAP) ++ { ++ idx_data = index_buffer->cs_persistent_map.offset; ++ } ++ else if (!index_buffer->buffer_object || !stream_info->all_vbo) + { + idx_data = index_buffer->resource.heap_memory; + } +diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c +index 50a4d041cd..e61b8dedbb 100644 +--- a/dlls/wined3d/cs.c ++++ b/dlls/wined3d/cs.c +@@ -73,6 +73,7 @@ enum wined3d_cs_op + WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW, + WINED3D_CS_OP_COPY_UAV_COUNTER, + WINED3D_CS_OP_GENERATE_MIPMAPS, ++ WINED3D_CS_OP_DISCARD_BUFFER, + WINED3D_CS_OP_STOP, + }; + +@@ -439,6 +440,13 @@ struct wined3d_cs_generate_mipmaps + struct wined3d_shader_resource_view *view; + }; + ++struct wined3d_cs_discard_buffer ++{ ++ enum wined3d_cs_op opcode; ++ struct wined3d_buffer *buffer; ++ struct wined3d_map_range map_range; ++}; ++ + struct wined3d_cs_stop + { + enum wined3d_cs_op opcode; +@@ -2002,7 +2010,7 @@ static void wined3d_cs_exec_map(struct wined3d_cs *cs, const void *data) + const struct wined3d_cs_map *op = data; + struct wined3d_resource *resource = op->resource; + +- *op->hr = resource->resource_ops->resource_sub_resource_map(resource, ++ *op->hr = resource->resource_ops->resource_sub_resource_map_cs(resource, + op->sub_resource_idx, op->map_desc, op->box, op->flags); + } + +@@ -2036,7 +2044,7 @@ static void wined3d_cs_exec_unmap(struct wined3d_cs *cs, const void *data) + const struct wined3d_cs_unmap *op = data; + struct wined3d_resource *resource = op->resource; + +- *op->hr = resource->resource_ops->resource_sub_resource_unmap(resource, op->sub_resource_idx); ++ *op->hr = resource->resource_ops->resource_sub_resource_unmap_cs(resource, op->sub_resource_idx); + } + + HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx) +@@ -2455,6 +2463,53 @@ void wined3d_cs_emit_generate_mipmaps(struct wined3d_cs *cs, struct wined3d_shad + cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT); + } + ++static void wined3d_cs_exec_discard_buffer(struct wined3d_cs *cs, const void *data) ++{ ++ const struct wined3d_cs_discard_buffer *op = data; ++ struct wined3d_buffer *buffer = op->buffer; ++ HRESULT hr; ++ ++ // TODO(acomminos): should call into buffer.c here instead. ++ if (FAILED(hr = wined3d_buffer_heap_free_fenced(buffer->buffer_heap, cs->device, buffer->cs_persistent_map))) ++ { ++ ERR("Failed to do a fenced free on discarded buffer %p, hr %x\n. Freeing anyway.", buffer, hr); ++ wined3d_buffer_heap_free(buffer->buffer_heap, buffer->cs_persistent_map); ++ } ++ ++ buffer->cs_persistent_map = op->map_range; ++ ++ // 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); ++} ++ ++void wined3d_cs_emit_discard_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer, struct wined3d_map_range map_range) ++{ ++ struct wined3d_cs_discard_buffer *op; ++ ++ op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); ++ op->opcode = WINED3D_CS_OP_DISCARD_BUFFER; ++ op->buffer = buffer; ++ op->map_range = map_range; ++ ++ wined3d_resource_acquire(&buffer->resource); ++ ++ cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT); ++} ++ + static void wined3d_cs_emit_stop(struct wined3d_cs *cs) + { + struct wined3d_cs_stop *op; +@@ -2515,6 +2570,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void + /* WINED3D_CS_OP_CLEAR_UNORDERED_ACCESS_VIEW */ wined3d_cs_exec_clear_unordered_access_view, + /* WINED3D_CS_OP_COPY_UAV_COUNTER */ wined3d_cs_exec_copy_uav_counter, + /* WINED3D_CS_OP_GENERATE_MIPMAPS */ wined3d_cs_exec_generate_mipmaps, ++ /* WINED3D_CS_OP_DISCARD_BUFFER */ wined3d_cs_exec_discard_buffer, + }; + + #if defined(STAGING_CSMT) +diff --git a/dlls/wined3d/resource.c b/dlls/wined3d/resource.c +index 8b7f17bb6b..02d469bc20 100644 +--- a/dlls/wined3d/resource.c ++++ b/dlls/wined3d/resource.c +@@ -344,6 +344,7 @@ static DWORD wined3d_resource_sanitise_map_flags(const struct wined3d_resource * + HRESULT CDECL wined3d_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx, + struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags) + { ++ HRESULT hr; + TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n", + resource, sub_resource_idx, map_desc, debug_box(box), flags); + +@@ -366,9 +367,14 @@ HRESULT CDECL wined3d_resource_map(struct wined3d_resource *resource, unsigned i + } + + flags = wined3d_resource_sanitise_map_flags(resource, flags); +- wined3d_resource_wait_idle(resource); ++ if (FAILED(hr = resource->resource_ops->resource_sub_resource_map(resource, sub_resource_idx, map_desc, box, flags))) ++ { ++ TRACE_(d3d_perf)("Mapping resource %p on the command stream.\n", resource); ++ wined3d_resource_wait_idle(resource); ++ hr = wined3d_cs_map(resource->device->cs, resource, sub_resource_idx, map_desc, box, flags); ++ } + +- return wined3d_cs_map(resource->device->cs, resource, sub_resource_idx, map_desc, box, flags); ++ return hr; + } + + HRESULT CDECL wined3d_resource_map_info(struct wined3d_resource *resource, unsigned int sub_resource_idx, +@@ -381,9 +387,15 @@ HRESULT CDECL wined3d_resource_map_info(struct wined3d_resource *resource, unsig + + HRESULT CDECL wined3d_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx) + { ++ HRESULT hr; + TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx); + +- return wined3d_cs_unmap(resource->device->cs, resource, sub_resource_idx); ++ if (FAILED(hr = resource->resource_ops->resource_sub_resource_unmap(resource, sub_resource_idx))) ++ { ++ TRACE_(d3d_perf)("Unmapping resource %p on the command stream.\n", resource); ++ hr = wined3d_cs_unmap(resource->device->cs, resource, sub_resource_idx); ++ } ++ return hr; + } + + UINT CDECL wined3d_resource_update_info(struct wined3d_resource *resource, unsigned int sub_resource_idx, +diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c +index 2f506c36d1..6f7805b8bd 100644 +--- a/dlls/wined3d/state.c ++++ b/dlls/wined3d/state.c +@@ -4934,7 +4934,11 @@ static void indexbuffer(struct wined3d_context *context, const struct wined3d_st + else + { + struct wined3d_buffer *ib = state->index_buffer; +- GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib->buffer_object)); ++ // FIXME(acomminos): disasterous. ++ if (ib->locations & WINED3D_LOCATION_PERSISTENT_MAP) ++ GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib->buffer_heap->buffer_object)); ++ else ++ GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib->buffer_object)); + } + } + +@@ -5000,6 +5004,7 @@ 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); + +@@ -5012,7 +5017,15 @@ 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/texture.c b/dlls/wined3d/texture.c +index e6af0c7508..7260f902cf 100644 +--- a/dlls/wined3d/texture.c ++++ b/dlls/wined3d/texture.c +@@ -2301,6 +2301,12 @@ static void wined3d_texture_unload(struct wined3d_resource *resource) + + static HRESULT texture_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx, + struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags) ++{ ++ return E_NOTIMPL; ++} ++ ++static HRESULT texture_resource_sub_resource_map_cs(struct wined3d_resource *resource, unsigned int sub_resource_idx, ++ struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags) + { + const struct wined3d_format *format = resource->format; + struct wined3d_texture_sub_resource *sub_resource; +@@ -2461,6 +2467,11 @@ static HRESULT texture_resource_sub_resource_map_info(struct wined3d_resource *r + } + + static HRESULT texture_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx) ++{ ++ return E_NOTIMPL; ++} ++ ++static HRESULT texture_resource_sub_resource_unmap_cs(struct wined3d_resource *resource, unsigned int sub_resource_idx) + { + struct wined3d_texture_sub_resource *sub_resource; + struct wined3d_device *device = resource->device; +@@ -2513,6 +2524,8 @@ static const struct wined3d_resource_ops texture_resource_ops = + texture_resource_sub_resource_map, + texture_resource_sub_resource_map_info, + texture_resource_sub_resource_unmap, ++ texture_resource_sub_resource_map_cs, ++ texture_resource_sub_resource_unmap_cs, + }; + + static HRESULT texture1d_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc, +diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c +index b8b7880501..62758ae056 100644 +--- a/dlls/wined3d/utils.c ++++ b/dlls/wined3d/utils.c +@@ -6404,6 +6404,7 @@ const char *wined3d_debug_location(DWORD location) + LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE); + LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE); + LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED); ++ LOCATION_TO_STR(WINED3D_LOCATION_PERSISTENT_MAP); + #undef LOCATION_TO_STR + if (location) + FIXME("Unrecognized location flag(s) %#x.\n", location); +diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h +index 3d535f4e17..b3fd0136ff 100644 +--- a/dlls/wined3d/wined3d_private.h ++++ b/dlls/wined3d/wined3d_private.h +@@ -1470,6 +1470,7 @@ struct wined3d_bo_address + { + GLuint buffer_object; + BYTE *addr; ++ GLsizeiptr length; + }; + + struct wined3d_const_bo_address +@@ -3047,6 +3048,9 @@ struct wined3d_resource_ops + HRESULT (*resource_map_info)(struct wined3d_resource *resource, unsigned int sub_resource_idx, + struct wined3d_map_info *info, DWORD flags); + HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx); ++ HRESULT (*resource_sub_resource_map_cs)(struct wined3d_resource *resource, unsigned int sub_resource_idx, ++ struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags); ++ HRESULT (*resource_sub_resource_unmap_cs)(struct wined3d_resource *resource, unsigned int sub_resource_idx); + }; + + struct wined3d_resource +@@ -3325,6 +3329,7 @@ void wined3d_texture_validate_location(struct wined3d_texture *texture, + #define WINED3D_LOCATION_DRAWABLE 0x00000040 + #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000080 + #define WINED3D_LOCATION_RB_RESOLVED 0x00000100 ++#define WINED3D_LOCATION_PERSISTENT_MAP 0x00000200 + + const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN; + +@@ -3672,6 +3677,7 @@ void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resou + void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *resource, + unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch, + unsigned int slice_pitch) DECLSPEC_HIDDEN; ++void wined3d_cs_emit_discard_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer, struct wined3d_map_range map_range) DECLSPEC_HIDDEN; + void wined3d_cs_init_object(struct wined3d_cs *cs, + void (*callback)(void *object), void *object) DECLSPEC_HIDDEN; + HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx, +@@ -3784,6 +3790,11 @@ struct wined3d_buffer + UINT stride; /* 0 if no conversion */ + enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */ + UINT conversion_stride; /* 0 if no shifted conversion */ ++ ++ /* persistent mapped buffer */ ++ struct wined3d_buffer_heap *buffer_heap; ++ struct wined3d_map_range cs_persistent_map; ++ struct wined3d_map_range mt_persistent_map; // TODO: make struct list? + }; + + static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource) +-- +2.16.2 + diff --git a/0003-wined3d-Use-ARB_multi_bind-to-speed-up-UBO-updates.patch b/0003-wined3d-Use-ARB_multi_bind-to-speed-up-UBO-updates.patch new file mode 100644 index 000000000000..67c2dd9d0ebe --- /dev/null +++ b/0003-wined3d-Use-ARB_multi_bind-to-speed-up-UBO-updates.patch @@ -0,0 +1,121 @@ +From d8f54b1fedbbe64ebc5c08ff107408f454794f71 Mon Sep 17 00:00:00 2001 +From: Andrew Comminos <andrew@comminos.com> +Date: Mon, 5 Mar 2018 20:28:34 -0800 +Subject: [PATCH 3/9] wined3d: Use ARB_multi_bind to speed up UBO updates. + +More frequent UBO remaps as a result of the persistent buffer allocator +causes glBindBufferRange to be a bottleneck. Using ARB_multi_bind +massively reduces state change overhead. +--- + dlls/wined3d/directx.c | 4 ++++ + dlls/wined3d/state.c | 46 +++++++++++++++++++++++++++++++++++++++------- + dlls/wined3d/wined3d_gl.h | 1 + + 3 files changed, 44 insertions(+), 7 deletions(-) + +diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c +index 46c6a59536..8789a501ec 100644 +--- a/dlls/wined3d/directx.c ++++ b/dlls/wined3d/directx.c +@@ -149,6 +149,7 @@ static const struct wined3d_extension_map gl_extension_map[] = + {"GL_ARB_internalformat_query2", ARB_INTERNALFORMAT_QUERY2 }, + {"GL_ARB_map_buffer_alignment", ARB_MAP_BUFFER_ALIGNMENT }, + {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE }, ++ {"GL_ARB_multi_bind", ARB_MULTI_BIND }, + {"GL_ARB_multisample", ARB_MULTISAMPLE }, + {"GL_ARB_multitexture", ARB_MULTITEXTURE }, + {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY }, +@@ -2796,6 +2797,8 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info) + /* GL_ARB_map_buffer_range */ + USE_GL_FUNC(glFlushMappedBufferRange) + USE_GL_FUNC(glMapBufferRange) ++ /* GL_ARB_multi_bind */ ++ USE_GL_FUNC(glBindBuffersRange) + /* GL_ARB_multisample */ + USE_GL_FUNC(glSampleCoverageARB) + /* GL_ARB_multitexture */ +@@ -3973,6 +3976,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter, + {ARB_TEXTURE_VIEW, MAKEDWORD_VERSION(4, 3)}, + + {ARB_CLEAR_TEXTURE, MAKEDWORD_VERSION(4, 4)}, ++ {ARB_MULTI_BIND, MAKEDWORD_VERSION(4, 4)}, + + {ARB_CLIP_CONTROL, MAKEDWORD_VERSION(4, 5)}, + {ARB_CULL_DISTANCE, MAKEDWORD_VERSION(4, 5)}, +diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c +index 6f7805b8bd..4d0718514f 100644 +--- a/dlls/wined3d/state.c ++++ b/dlls/wined3d/state.c +@@ -5014,19 +5014,51 @@ static void state_cb(struct wined3d_context *context, const struct wined3d_state + shader_type = WINED3D_SHADER_TYPE_COMPUTE; + + wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, shader_type, &base, &count); +- for (i = 0; i < count; ++i) ++ ++ if (gl_info->supported[ARB_MULTI_BIND]) + { +- buffer = state->cb[shader_type][i]; +- if (buffer) ++ GLuint buffer_objects[count]; ++ GLsizeiptr buffer_offsets[count]; ++ GLsizeiptr buffer_sizes[count]; ++ ++ for (i = 0; i < count; ++i) + { +- 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)); ++ buffer = state->cb[shader_type][i]; ++ if (buffer) ++ { ++ wined3d_buffer_get_memory(buffer, &bo_addr, buffer->locations); ++ buffer_objects[i] = bo_addr.buffer_object; ++ buffer_offsets[i] = bo_addr.addr; ++ buffer_sizes[i] = bo_addr.length; ++ } ++ else ++ { ++ buffer_objects[i] = buffer_offsets[i] = 0; ++ // The ARB_multi_bind spec states that an error may be thrown if ++ // `size` is less than or equal to zero, Thus, we specify a size for ++ // unused buffers anyway. ++ buffer_sizes[i] = 1; ++ } + } +- else ++ GL_EXTCALL(glBindBuffersRange(GL_UNIFORM_BUFFER, base, count, buffer_objects, buffer_offsets, buffer_sizes)); ++ } ++ else ++ { ++ for (i = 0; i < count; ++i) + { +- GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, 0)); ++ buffer = state->cb[shader_type][i]; ++ 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_gl.h b/dlls/wined3d/wined3d_gl.h +index 7626864ef2..25c3301c94 100644 +--- a/dlls/wined3d/wined3d_gl.h ++++ b/dlls/wined3d/wined3d_gl.h +@@ -82,6 +82,7 @@ enum wined3d_gl_extension + ARB_INTERNALFORMAT_QUERY2, + ARB_MAP_BUFFER_ALIGNMENT, + ARB_MAP_BUFFER_RANGE, ++ ARB_MULTI_BIND, + ARB_MULTISAMPLE, + ARB_MULTITEXTURE, + ARB_OCCLUSION_QUERY, +-- +2.16.2 + diff --git a/0004-wined3d-Use-GL_CLIENT_STORAGE_BIT-for-persistent-map.patch b/0004-wined3d-Use-GL_CLIENT_STORAGE_BIT-for-persistent-map.patch new file mode 100644 index 000000000000..954f929294c8 --- /dev/null +++ b/0004-wined3d-Use-GL_CLIENT_STORAGE_BIT-for-persistent-map.patch @@ -0,0 +1,26 @@ +From 08fc0e139509a6755489af3936ede49936896122 Mon Sep 17 00:00:00 2001 +From: Andrew Comminos <andrew@comminos.com> +Date: Tue, 6 Mar 2018 02:07:31 -0800 +Subject: [PATCH 4/9] wined3d: Use GL_CLIENT_STORAGE_BIT for persistent + mappings. + +--- + dlls/wined3d/buffer_heap.c | 2 +- + 1 file changed, 1 insertion(+), 1 deletion(-) + +diff --git a/dlls/wined3d/buffer_heap.c b/dlls/wined3d/buffer_heap.c +index b133bd6893..75f84b0088 100644 +--- a/dlls/wined3d/buffer_heap.c ++++ b/dlls/wined3d/buffer_heap.c +@@ -169,7 +169,7 @@ HRESULT wined3d_buffer_heap_create(struct wined3d_context *context, GLsizeiptr s + { + access_flags |= GL_MAP_READ_BIT; + } +- storage_flags = access_flags; ++ storage_flags = GL_CLIENT_STORAGE_BIT | access_flags; + + // TODO(acomminos): where should we be checking for errors here? + GL_EXTCALL(glGenBuffers(1, &object->buffer_object)); +-- +2.16.2 + diff --git a/0005-wined3d-Disable-persistently-mapped-shader-resource-.patch b/0005-wined3d-Disable-persistently-mapped-shader-resource-.patch new file mode 100644 index 000000000000..10895a9ea107 --- /dev/null +++ b/0005-wined3d-Disable-persistently-mapped-shader-resource-.patch @@ -0,0 +1,28 @@ +From 5ded1310d3de32fdfc467b20ab3937ab2b97d5b1 Mon Sep 17 00:00:00 2001 +From: Andrew Comminos <andrew@comminos.com> +Date: Thu, 8 Mar 2018 22:00:33 -0800 +Subject: [PATCH 5/9] wined3d: Disable persistently mapped shader resource + buffers. + +--- + dlls/wined3d/buffer.c | 4 ++++ + 1 file changed, 4 insertions(+) + +diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c +index e7a0f59a67..a2ac411b5e 100644 +--- a/dlls/wined3d/buffer.c ++++ b/dlls/wined3d/buffer.c +@@ -1598,6 +1598,10 @@ static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device + { + WARN_(d3d_perf)("Not creating a persistent mapping for a dynamic buffer because ARB_buffer_storage is unsupported.\n"); + } ++ else if (bind_flags & WINED3D_BIND_SHADER_RESOURCE) ++ { ++ FIXME_(d3d_perf)("Not using a persistent mapping for shader resource buffer %p (unimplemented)\n", buffer); ++ } + else + { + // If supported, use persistent mapped buffers instead of a +-- +2.16.2 + diff --git a/0006-wined3d-Perform-initial-allocation-of-persistent-buf.patch b/0006-wined3d-Perform-initial-allocation-of-persistent-buf.patch new file mode 100644 index 000000000000..2777b6a5324e --- /dev/null +++ b/0006-wined3d-Perform-initial-allocation-of-persistent-buf.patch @@ -0,0 +1,92 @@ +From 71b7b3340d147bf7a9b5567c080b32ccd3a39dc6 Mon Sep 17 00:00:00 2001 +From: Andrew Comminos <andrew@comminos.com> +Date: Thu, 8 Mar 2018 22:42:03 -0800 +Subject: [PATCH 6/9] wined3d: Perform initial allocation of persistent buffers + asynchronously. + +--- + dlls/wined3d/buffer.c | 30 ++++++++++++++++++++---------- + 1 file changed, 20 insertions(+), 10 deletions(-) + +diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c +index a2ac411b5e..c492fcc8c6 100644 +--- a/dlls/wined3d/buffer.c ++++ b/dlls/wined3d/buffer.c +@@ -272,7 +272,7 @@ fail: + } + + /* Context activation is done by the caller. */ +-static BOOL buffer_alloc_persistent_map(struct wined3d_buffer *buffer, struct wined3d_context *context) ++static BOOL buffer_alloc_persistent_map(struct wined3d_buffer *buffer) + { + struct wined3d_device *device = buffer->resource.device; + struct wined3d_buffer_heap *heap; +@@ -688,7 +688,7 @@ static BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer, + WARN("Trying to map a persistent region for buffer %p without WINED3D_BUFFER_PERSISTENT.\n", buffer); + return FALSE; + } +- return buffer_alloc_persistent_map(buffer, context); ++ return buffer_alloc_persistent_map(buffer); + + default: + ERR("Invalid location %s.\n", wined3d_debug_location(location)); +@@ -1116,7 +1116,7 @@ static HRESULT wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UI + const struct wined3d_gl_info *gl_info; + context = context_acquire(device, NULL, 0); + +- FIXME_(d3d_perf)("Fences not used for persistent buffer maps on CS thread, using glFinish.\n"); ++ FIXME_(d3d_perf)("Fences not used for persistent buffer maps on CS thread, using glFinish (flags: %x)\n", flags); + + gl_info = context->gl_info; + gl_info->gl_ops.gl.p_glFinish(); +@@ -1394,8 +1394,20 @@ static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resourc + + // Support immediate mapping of persistent buffers off the command thread, + // which require no GL calls to interface with. +- if (buffer->locations & WINED3D_LOCATION_PERSISTENT_MAP) ++ if (buffer->flags & WINED3D_BUFFER_PERSISTENT) + { ++ // Attempt to load a persistent map without syncing, if possible. ++ if (!(buffer->locations & WINED3D_LOCATION_PERSISTENT_MAP)) ++ { ++ wined3d_resource_wait_idle(resource); ++ if (!buffer_alloc_persistent_map(buffer)) ++ { ++ ERR_(d3d_perf)("Failed to allocate persistent buffer, falling back to sync path."); ++ return E_FAIL; ++ } ++ wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_PERSISTENT_MAP); ++ } ++ + map_desc->row_pitch = map_desc->slice_pitch = buffer->desc.byte_width; + if (flags & WINED3D_MAP_DISCARD) + { +@@ -1415,6 +1427,7 @@ static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resourc + // currently used buffer to the free pool, along with the fence that + // must be called before the buffer can be reused. + wined3d_cs_emit_discard_buffer(resource->device->cs, buffer, map_range); ++ + return WINED3D_OK; + } + else if (flags & WINED3D_MAP_NOOVERWRITE) +@@ -1425,14 +1438,11 @@ static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resourc + struct wined3d_map_range map_range = buffer->mt_persistent_map; + map_desc->data = buffer->buffer_heap->map_ptr + map_range.offset + offset; + resource->map_count++; ++ + return WINED3D_OK; + } +- else +- { +- // TODO(acomminos): Should check mapped ranges to see if the region is writeable even though NOOVERWRITE is specified. +- WARN_(d3d_perf)("Mapping persistent buffer %p in sync with CS thread.\n", buffer); +- // XXX(acomminos): kill this early return. they're the worst. +- } ++ ++ WARN_(d3d_perf)("Mapping persistent buffer %p in sync with CS thread.\n", buffer); + } + + return E_NOTIMPL; +-- +2.16.2 + diff --git a/0007-wined3d-Avoid-freeing-persistent-buffer-heap-element.patch b/0007-wined3d-Avoid-freeing-persistent-buffer-heap-element.patch new file mode 100644 index 000000000000..d0872df82707 --- /dev/null +++ b/0007-wined3d-Avoid-freeing-persistent-buffer-heap-element.patch @@ -0,0 +1,351 @@ +From fc7907d5264c1606477f9287c949c3c8794859ec Mon Sep 17 00:00:00 2001 +From: Andrew Comminos <andrew@comminos.com> +Date: Thu, 8 Mar 2018 23:01:50 -0800 +Subject: [PATCH 7/9] wined3d: Avoid freeing persistent buffer heap elements + during use. + +Using HeapFree is expensive, especially when we don't have our buffers +for long. +--- + dlls/wined3d/buffer.c | 29 +++++++++++---------- + dlls/wined3d/buffer_heap.c | 57 ++++++++++++++++++------------------------ + dlls/wined3d/context.c | 4 +-- + dlls/wined3d/cs.c | 6 ++--- + dlls/wined3d/wined3d_private.h | 25 ++++++++++++------ + 5 files changed, 61 insertions(+), 60 deletions(-) + +diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c +index c492fcc8c6..74b3ba8abd 100644 +--- a/dlls/wined3d/buffer.c ++++ b/dlls/wined3d/buffer.c +@@ -276,7 +276,7 @@ static BOOL buffer_alloc_persistent_map(struct wined3d_buffer *buffer) + { + struct wined3d_device *device = buffer->resource.device; + struct wined3d_buffer_heap *heap; +- struct wined3d_map_range map_range; ++ struct wined3d_buffer_heap_element *elem; + HRESULT hr; + + if (buffer->bind_flags & WINED3D_BIND_CONSTANT_BUFFER) +@@ -292,12 +292,12 @@ static BOOL buffer_alloc_persistent_map(struct wined3d_buffer *buffer) + } + + buffer->buffer_heap = heap; +- if (FAILED(hr = wined3d_buffer_heap_alloc(heap, buffer->resource.size, &map_range))) ++ if (FAILED(hr = wined3d_buffer_heap_alloc(heap, buffer->resource.size, &elem))) + { + goto fail; + } +- buffer->cs_persistent_map = map_range; +- buffer->mt_persistent_map = map_range; ++ buffer->cs_persistent_map = elem; ++ buffer->mt_persistent_map = elem; + return TRUE; + + fail: +@@ -753,7 +753,7 @@ BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer, + if (buffer->conversion_map) + FIXME("Attempting to use conversion map with persistent mapping.\n"); + memcpy(buffer->buffer_heap->map_ptr + +- buffer->cs_persistent_map.offset, ++ buffer->cs_persistent_map->range.offset, + buffer->resource.heap_memory, buffer->resource.size); + break; + +@@ -801,11 +801,11 @@ 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; ++ data->addr = buffer->cs_persistent_map->range.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; ++ data->length = buffer->cs_persistent_map->range.size; + return WINED3D_LOCATION_PERSISTENT_MAP; + } + if (locations & WINED3D_LOCATION_SYSMEM) +@@ -1122,7 +1122,7 @@ static HRESULT wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UI + gl_info->gl_ops.gl.p_glFinish(); + + base = buffer->buffer_heap->map_ptr +- + buffer->cs_persistent_map.offset; ++ + buffer->cs_persistent_map->range.offset; + *data = base + offset; + + context_release(context); +@@ -1412,22 +1412,21 @@ static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resourc + if (flags & WINED3D_MAP_DISCARD) + { + HRESULT hr; +- struct wined3d_map_range map_range; +- if (FAILED(hr = wined3d_buffer_heap_alloc(buffer->buffer_heap, resource->size, &map_range))) ++ struct wined3d_buffer_heap_element *mt_elem; ++ if (FAILED(hr = wined3d_buffer_heap_alloc(buffer->buffer_heap, resource->size, &mt_elem))) + { + FIXME_(d3d_perf)("Failed to allocate new buffer, falling back to sync path.\n"); + return hr; + } +- map_desc->data = buffer->buffer_heap->map_ptr + map_range.offset + offset; ++ map_desc->data = buffer->buffer_heap->map_ptr + mt_elem->range.offset + offset; + resource->map_count++; + +- buffer->mt_persistent_map = map_range; ++ buffer->mt_persistent_map = mt_elem; + + // Discard handler on CSMT thread is responsible for returning the + // currently used buffer to the free pool, along with the fence that + // must be called before the buffer can be reused. +- wined3d_cs_emit_discard_buffer(resource->device->cs, buffer, map_range); +- ++ wined3d_cs_emit_discard_buffer(resource->device->cs, buffer, mt_elem); + return WINED3D_OK; + } + else if (flags & WINED3D_MAP_NOOVERWRITE) +@@ -1435,7 +1434,7 @@ static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resourc + // Allow immediate access for persistent buffers without a fence. + // Always use the latest buffer in this case in case the latest + // DISCARDed one hasn't reached the command stream yet. +- struct wined3d_map_range map_range = buffer->mt_persistent_map; ++ struct wined3d_map_range map_range = buffer->mt_persistent_map->range; + map_desc->data = buffer->buffer_heap->map_ptr + map_range.offset + offset; + resource->map_count++; + +diff --git a/dlls/wined3d/buffer_heap.c b/dlls/wined3d/buffer_heap.c +index 75f84b0088..80670c515f 100644 +--- a/dlls/wined3d/buffer_heap.c ++++ b/dlls/wined3d/buffer_heap.c +@@ -25,18 +25,6 @@ + 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; +@@ -82,6 +70,11 @@ static int element_bin(struct wined3d_buffer_heap_element *elem) + // 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) + { ++ if (elem->prev || elem->next) ++ { ++ ERR("Element %p in already in a free list (for some reason).\n", elem); ++ } ++ + int bin = element_bin(elem); + + elem->prev = NULL; +@@ -206,7 +199,7 @@ 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_buffer_heap_element **out_elem) + { + int initial_bin; + int initial_size = size; +@@ -233,24 +226,24 @@ HRESULT wined3d_buffer_heap_alloc(struct wined3d_buffer_heap *heap, GLsizeiptr s + remaining_range.offset = elem->range.offset + size; + remaining_range.size = elem->range.size - size; + +- out_range->offset = elem->range.offset; +- out_range->size = size; ++ // Take the element from the free list, transferring ownership to ++ // the caller. ++ element_remove_free(heap, elem); ++ // Resize the element so that we can free the remainder. ++ elem->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); ++ *out_elem = elem; + +- // Remove the element from its current free bin to move it to the correct list. +- element_remove_free(heap, elem); ++ TRACE_(d3d_perf)("Allocated %d (requested %d) at %p from bin %d (initial %d)\n", size, initial_size, elem->range.offset, i, initial_bin); + + if (remaining_range.size > 0) + { ++ struct wined3d_buffer_heap_element *remaining_elem; ++ + 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); ++ remaining_elem = element_new(remaining_range.offset, remaining_range.size); ++ element_insert_free_bin(heap, remaining_elem); + } + + LeaveCriticalSection(&heap->temp_lock); +@@ -265,7 +258,7 @@ HRESULT wined3d_buffer_heap_alloc(struct wined3d_buffer_heap *heap, GLsizeiptr s + if (SUCCEEDED(wined3d_buffer_heap_deferred_coalesce(heap, &num_coalesced))) + { + if (num_coalesced > 0) +- return wined3d_buffer_heap_alloc(heap, size, out_range); ++ return wined3d_buffer_heap_alloc(heap, size, out_elem); + } + + FIXME_(d3d_perf)("Coalescing did not create new blocks, failing.\n"); +@@ -273,16 +266,15 @@ HRESULT wined3d_buffer_heap_alloc(struct wined3d_buffer_heap *heap, GLsizeiptr s + return WINED3DERR_OUTOFVIDEOMEMORY; + } + +-HRESULT wined3d_buffer_heap_free(struct wined3d_buffer_heap *heap, struct wined3d_map_range range) ++HRESULT wined3d_buffer_heap_free(struct wined3d_buffer_heap *heap, struct wined3d_buffer_heap_element *elem) + { +- 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. ++ // ++ // Note that the reason that we pass around wined3d_buffer_heap_element ++ // instead of a range is to avoid frequent HeapAlloc/HeapFree operations ++ // when we're reusing buffers. + element_insert_free_bin(heap, elem); + + LeaveCriticalSection(&heap->temp_lock); +@@ -290,9 +282,8 @@ HRESULT wined3d_buffer_heap_free(struct wined3d_buffer_heap *heap, struct wined3 + return WINED3D_OK; + } + +-HRESULT wined3d_buffer_heap_free_fenced(struct wined3d_buffer_heap *heap, struct wined3d_device *device, struct wined3d_map_range range) ++HRESULT wined3d_buffer_heap_free_fenced(struct wined3d_buffer_heap *heap, struct wined3d_device *device, struct wined3d_buffer_heap_element *elem) + { +- 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]; + +diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c +index eae2c3a79d..01aa53597f 100644 +--- a/dlls/wined3d/context.c ++++ b/dlls/wined3d/context.c +@@ -5005,9 +5005,9 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s + if (parameters->indexed) + { + struct wined3d_buffer *index_buffer = state->index_buffer; +- if (index_buffer->locations & WINED3D_LOCATION_PERSISTENT_MAP) ++ if (index_buffer->cs_persistent_map) + { +- idx_data = index_buffer->cs_persistent_map.offset; ++ idx_data = index_buffer->cs_persistent_map->range.offset; + } + else if (!index_buffer->buffer_object || !stream_info->all_vbo) + { +diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c +index e61b8dedbb..d1f665d505 100644 +--- a/dlls/wined3d/cs.c ++++ b/dlls/wined3d/cs.c +@@ -444,7 +444,7 @@ struct wined3d_cs_discard_buffer + { + enum wined3d_cs_op opcode; + struct wined3d_buffer *buffer; +- struct wined3d_map_range map_range; ++ struct wined3d_buffer_heap_element *map_range; + }; + + struct wined3d_cs_stop +@@ -2496,14 +2496,14 @@ static void wined3d_cs_exec_discard_buffer(struct wined3d_cs *cs, const void *da + wined3d_resource_release(&op->buffer->resource); + } + +-void wined3d_cs_emit_discard_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer, struct wined3d_map_range map_range) ++void wined3d_cs_emit_discard_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer, struct wined3d_buffer_heap_element *elem) + { + struct wined3d_cs_discard_buffer *op; + + op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); + op->opcode = WINED3D_CS_OP_DISCARD_BUFFER; + op->buffer = buffer; +- op->map_range = map_range; ++ op->map_range = elem; + + wined3d_resource_acquire(&buffer->resource); + +diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h +index b3fd0136ff..0114444943 100644 +--- a/dlls/wined3d/wined3d_private.h ++++ b/dlls/wined3d/wined3d_private.h +@@ -3531,6 +3531,18 @@ struct wined3d_map_range + GLsizeiptr size; + }; + ++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; ++}; ++ + enum wined3d_cs_queue_id + { + WINED3D_CS_QUEUE_DEFAULT = 0, +@@ -3677,7 +3689,7 @@ void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resou + void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *resource, + unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch, + unsigned int slice_pitch) DECLSPEC_HIDDEN; +-void wined3d_cs_emit_discard_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer, struct wined3d_map_range map_range) DECLSPEC_HIDDEN; ++void wined3d_cs_emit_discard_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer, struct wined3d_buffer_heap_element *map_range) DECLSPEC_HIDDEN; + void wined3d_cs_init_object(struct wined3d_cs *cs, + void (*callback)(void *object), void *object) DECLSPEC_HIDDEN; + HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx, +@@ -3711,7 +3723,6 @@ enum wined3d_buffer_conversion_type + CONV_POSITIONT, + }; + +-struct wined3d_buffer_heap_element; + struct wined3d_buffer_heap_fenced_element; + + // Number of power-of-two buckets to populate. +@@ -3750,11 +3761,11 @@ HRESULT wined3d_buffer_heap_create(struct wined3d_context *context, GLsizeiptr s + 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; ++HRESULT wined3d_buffer_heap_alloc(struct wined3d_buffer_heap *heap, GLsizeiptr size, struct wined3d_buffer_heap_element** out_elem) 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; ++HRESULT wined3d_buffer_heap_free(struct wined3d_buffer_heap *heap, struct wined3d_buffer_heap_element *elem) 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; ++HRESULT wined3d_buffer_heap_free_fenced(struct wined3d_buffer_heap *heap, struct wined3d_device *device, struct wined3d_buffer_heap_element *elem) 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. +@@ -3793,8 +3804,8 @@ struct wined3d_buffer + + /* persistent mapped buffer */ + struct wined3d_buffer_heap *buffer_heap; +- struct wined3d_map_range cs_persistent_map; +- struct wined3d_map_range mt_persistent_map; // TODO: make struct list? ++ struct wined3d_buffer_heap_element *cs_persistent_map; ++ struct wined3d_buffer_heap_element *mt_persistent_map; + }; + + static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource) +-- +2.16.2 + diff --git a/0008-wined3d-Add-DISABLE_PBA-envvar-some-PBA-cleanup.patch b/0008-wined3d-Add-DISABLE_PBA-envvar-some-PBA-cleanup.patch new file mode 100644 index 000000000000..4487d4b8c1d7 --- /dev/null +++ b/0008-wined3d-Add-DISABLE_PBA-envvar-some-PBA-cleanup.patch @@ -0,0 +1,211 @@ +From 8af55b60fa87bb0fb21afd17e3467253b53e61a1 Mon Sep 17 00:00:00 2001 +From: Andrew Comminos <andrew@comminos.com> +Date: Thu, 15 Mar 2018 21:07:21 -0700 +Subject: [PATCH 8/9] wined3d: Add DISABLE_PBA envvar, some PBA cleanup. + +--- + dlls/wined3d/buffer.c | 4 ++-- + dlls/wined3d/buffer_heap.c | 34 ++++++++++++++++++++++++++-------- + dlls/wined3d/device.c | 38 ++++++++++++++++++++++++++------------ + dlls/wined3d/query.c | 2 +- + dlls/wined3d/wined3d_private.h | 6 ++---- + 5 files changed, 57 insertions(+), 27 deletions(-) + +diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c +index 74b3ba8abd..651d9a4360 100644 +--- a/dlls/wined3d/buffer.c ++++ b/dlls/wined3d/buffer.c +@@ -1603,9 +1603,9 @@ static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device + + if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC) + { +- if (!gl_info->supported[ARB_BUFFER_STORAGE]) ++ if (!device->use_pba) + { +- WARN_(d3d_perf)("Not creating a persistent mapping for a dynamic buffer because ARB_buffer_storage is unsupported.\n"); ++ WARN_(d3d_perf)("Not creating a persistent mapping for dynamic buffer %p because the PBA is disabled.\n", buffer); + } + else if (bind_flags & WINED3D_BIND_SHADER_RESOURCE) + { +diff --git a/dlls/wined3d/buffer_heap.c b/dlls/wined3d/buffer_heap.c +index 80670c515f..899aad9612 100644 +--- a/dlls/wined3d/buffer_heap.c ++++ b/dlls/wined3d/buffer_heap.c +@@ -25,6 +25,9 @@ + WINE_DEFAULT_DEBUG_CHANNEL(d3d); + WINE_DECLARE_DEBUG_CHANNEL(d3d_perf); + ++// Arbitrary binding to use when binding the persistent buffer. ++#define BIND_TARGET GL_ARRAY_BUFFER ++ + struct wined3d_buffer_heap_fenced_element + { + struct wined3d_buffer_heap_bin_set free_list; +@@ -140,7 +143,6 @@ static int free_tree_compare(const void *key, const struct wine_rb_entry *entry) + 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; +@@ -162,22 +164,23 @@ HRESULT wined3d_buffer_heap_create(struct wined3d_context *context, GLsizeiptr s + { + access_flags |= GL_MAP_READ_BIT; + } ++ + storage_flags = GL_CLIENT_STORAGE_BIT | access_flags; + +- // TODO(acomminos): where should we be checking for errors here? + GL_EXTCALL(glGenBuffers(1, &object->buffer_object)); ++ checkGLcall("glGenBuffers"); + +- context_bind_bo(context, buffer_target, object->buffer_object); ++ context_bind_bo(context, BIND_TARGET, object->buffer_object); + +- // TODO(acomminos): assert glBufferStorage supported? +- GL_EXTCALL(glBufferStorage(buffer_target, size, NULL, storage_flags)); ++ GL_EXTCALL(glBufferStorage(BIND_TARGET, size, NULL, storage_flags)); ++ checkGLcall("glBufferStorage"); + +- if (!(object->map_ptr = GL_EXTCALL(glMapBufferRange(buffer_target, 0, size, access_flags)))) ++ if (!(object->map_ptr = GL_EXTCALL(glMapBufferRange(BIND_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); ++ context_bind_bo(context, BIND_TARGET, 0); + + object->fenced_head = object->fenced_tail = NULL; + object->alignment = alignment; +@@ -195,7 +198,22 @@ HRESULT wined3d_buffer_heap_create(struct wined3d_context *context, GLsizeiptr s + /* 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"); ++ const struct wined3d_gl_info *gl_info = context->gl_info; ++ ++ context_bind_bo(context, BIND_TARGET, heap->buffer_object); ++ GL_EXTCALL(glUnmapBuffer(BIND_TARGET)); ++ checkGLcall("glUnmapBuffer"); ++ context_bind_bo(context, BIND_TARGET, 0); ++ ++ GL_EXTCALL(glDeleteBuffers(1, &heap->buffer_object)); ++ checkGLcall("glDeleteBuffers"); ++ ++ DeleteCriticalSection(&heap->temp_lock); ++ ++ // TODO(acomminos): cleanup free lists, fenced list, etc. ++ ++ HeapFree(GetProcessHeap(), 0, heap); ++ + return WINED3D_OK; + } + +diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c +index 785841a062..f4c9dc7bd6 100644 +--- a/dlls/wined3d/device.c ++++ b/dlls/wined3d/device.c +@@ -837,16 +837,27 @@ static void destroy_default_samplers(struct wined3d_device *device, struct wined + 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; ++ BOOL use_pba = FALSE; ++ char *env_pba_disable; + +- if (gl_info->supported[ARB_BUFFER_STORAGE]) ++ if (!gl_info->supported[ARB_BUFFER_STORAGE]) ++ { ++ FIXME("Not using PBA, ARB_buffer_storage unsupported.\n"); ++ } ++ else if ((env_pba_disable = getenv("PBA_DISABLE")) && *env_pba_disable != '0') + { ++ FIXME("Not using PBA, envvar 'PBA_DISABLE' set.\n"); ++ } ++ else ++ { ++ // 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; ++ + 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). +@@ -855,19 +866,22 @@ static void create_buffer_heap(struct wined3d_device *device, struct wined3d_con + 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); ++ goto fail; + } + + 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); ++ goto fail; + } + + FIXME("Initialized PBA (geo_heap_size: %ld, cb_heap_size: %ld, ub_align: %d)\n", geo_heap_size, cb_heap_size, ub_alignment); ++ ++ use_pba = TRUE; + } +- else +- { +- FIXME("Not using PBA, ARB_buffer_storage unsupported.\n"); +- } ++ ++fail: ++ device->use_pba = use_pba; + } + + /* Context activation is done by the caller. */ +diff --git a/dlls/wined3d/query.c b/dlls/wined3d/query.c +index f3ca1630e5..5ea79b6e4a 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]; + } + +-enum wined3d_fence_result wined3d_fence_test(const struct wined3d_fence *fence, ++static 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_private.h b/dlls/wined3d/wined3d_private.h +index 0114444943..63f004d57e 100644 +--- a/dlls/wined3d/wined3d_private.h ++++ b/dlls/wined3d/wined3d_private.h +@@ -1713,9 +1713,6 @@ + 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 +@@ -2943,6 +2940,7 @@ + BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */ + BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */ + BYTE filter_messages : 1; ++ BYTE use_pba : 1; /* A flag to use the persistent buffer allocator for dynamic buffers. */ + BYTE padding : 3; + + unsigned char surface_alignment; /* Line Alignment of surfaces */ + +-- +2.16.2 + diff --git a/0009-wined3d-Add-quirk-to-use-GL_CLIENT_STORAGE_BIT-for-m.patch b/0009-wined3d-Add-quirk-to-use-GL_CLIENT_STORAGE_BIT-for-m.patch new file mode 100644 index 000000000000..7d8bbb854e32 --- /dev/null +++ b/0009-wined3d-Add-quirk-to-use-GL_CLIENT_STORAGE_BIT-for-m.patch @@ -0,0 +1,96 @@ +From a2326162cf4fb5601c0f296bfd1294a493912bce Mon Sep 17 00:00:00 2001 +From: Andrew Comminos <andrew@comminos.com> +Date: Thu, 15 Mar 2018 21:22:06 -0700 +Subject: [PATCH 9/9] wined3d: Add quirk to use GL_CLIENT_STORAGE_BIT for mesa. + +--- + dlls/wined3d/buffer_heap.c | 15 ++++++++++++++- + dlls/wined3d/directx.c | 19 +++++++++++++++++++ + dlls/wined3d/wined3d_private.h | 1 + + 3 files changed, 34 insertions(+), 1 deletion(-) + +diff --git a/dlls/wined3d/buffer_heap.c b/dlls/wined3d/buffer_heap.c +index 899aad9612..9e8f2d799d 100644 +--- a/dlls/wined3d/buffer_heap.c ++++ b/dlls/wined3d/buffer_heap.c +@@ -165,7 +165,20 @@ HRESULT wined3d_buffer_heap_create(struct wined3d_context *context, GLsizeiptr s + access_flags |= GL_MAP_READ_BIT; + } + +- storage_flags = GL_CLIENT_STORAGE_BIT | access_flags; ++ storage_flags = access_flags; ++ // FIXME(acomminos): So, about GL_CLIENT_STORAGE_BIT: ++ // - On NVIDIA, DMA CACHED memory is used when this flag is set. SYSTEM HEAP ++ // memory is used without it, which (in my testing) is much faster. ++ // - On Mesa, GTT is used when this flag is set. This is what we want- we ++ // upload to VRAM occur otherwise, which is unusably slow (on radeon). ++ // ++ // Thus, we're only going to set this on mesa for now. ++ // Hints are awful anyway. ++ if (gl_info->quirks & WINED3D_QUIRK_USE_CLIENT_STORAGE_BIT) ++ { ++ FIXME_(d3d_perf)("PBA: using GL_CLIENT_STORAGE_BIT quirk"); ++ storage_flags |= GL_CLIENT_STORAGE_BIT; ++ } + + GL_EXTCALL(glGenBuffers(1, &object->buffer_object)); + checkGLcall("glGenBuffers"); +diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c +index 8789a501ec..f455ed54e1 100644 +--- a/dlls/wined3d/directx.c ++++ b/dlls/wined3d/directx.c +@@ -947,6 +947,13 @@ static BOOL match_broken_viewport_subpixel_bits(const struct wined3d_gl_info *gl + return !wined3d_caps_gl_ctx_test_viewport_subpixel_bits(ctx); + } + ++static BOOL match_mesa(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx, ++ const char *gl_renderer, enum wined3d_gl_vendor gl_vendor, ++ enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device) ++{ ++ return gl_vendor == GL_VENDOR_MESA; ++} ++ + static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info) + { + /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms. +@@ -1084,6 +1091,13 @@ static void quirk_broken_viewport_subpixel_bits(struct wined3d_gl_info *gl_info) + } + } + ++static void quirk_use_client_storage_bit(struct wined3d_gl_info *gl_info) ++{ ++ // Using ARB_buffer_storage on Mesa requires the GL_CLIENT_STORAGE_BIT to be ++ // set to use GTT for immutable buffers on radeon (see PIPE_USAGE_STREAM). ++ gl_info->quirks |= WINED3D_QUIRK_USE_CLIENT_STORAGE_BIT; ++} ++ + struct driver_quirk + { + BOOL (*match)(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx, +@@ -1180,6 +1194,11 @@ static const struct driver_quirk quirk_table[] = + quirk_broken_viewport_subpixel_bits, + "Nvidia viewport subpixel bits bug" + }, ++ { ++ match_mesa, ++ quirk_use_client_storage_bit, ++ "Use GL_CLIENT_STORAGE_BIT for persistent buffers on mesa", ++ }, + }; + + /* Certain applications (Steam) complain if we report an outdated driver version. In general, +diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h +index 63f004d57e..96715261b1 100644 +--- a/dlls/wined3d/wined3d_private.h ++++ b/dlls/wined3d/wined3d_private.h +@@ -75,6 +75,7 @@ + #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080 + #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100 + #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200 ++#define WINED3D_QUIRK_USE_CLIENT_STORAGE_BIT 0x00000400 + + enum wined3d_ffp_idx + { +-- +2.16.2 + @@ -2,7 +2,7 @@ # Maintainer: Lars Norberg < arch-packages at cogwerkz dot org > pkgname=wine-staging-pba-git -pkgver=3.4.r3602.4d7af408+wine.3.4.r120.gafef57f872+pba.r29.87307b1 +pkgver=3.4.r3603.4954f5c6+wine.3.4.r142.g5946973021+pba.r29.87307b1 pkgrel=1 _winesrcdir='wine-git' _stgsrcdir='wine-staging-git' @@ -94,18 +94,34 @@ optdepends=( source=("$_winesrcdir"::'git://source.winehq.org/git/wine.git' "$_stgsrcdir"::'git+https://github.com/wine-staging/wine-staging.git' "$_pbasrcdir"::'git+https://github.com/acomminos/wine-pba.git' + '0001-wined3d-Initial-implementation-of-a-persistent-mappe.patch' + '0002-wined3d-Add-support-for-backing-dynamic-wined3d_buff.patch' + '0003-wined3d-Use-ARB_multi_bind-to-speed-up-UBO-updates.patch' + '0004-wined3d-Use-GL_CLIENT_STORAGE_BIT-for-persistent-map.patch' + '0005-wined3d-Disable-persistently-mapped-shader-resource-.patch' + '0006-wined3d-Perform-initial-allocation-of-persistent-buf.patch' + '0007-wined3d-Avoid-freeing-persistent-buffer-heap-element.patch' + '0008-wined3d-Add-DISABLE_PBA-envvar-some-PBA-cleanup.patch' + '0009-wined3d-Add-quirk-to-use-GL_CLIENT_STORAGE_BIT-for-m.patch' 'steam.patch' 'poe-fix.patch' - #'vsync.patch' 'harmony-fix.diff' '30-win32-aliases.conf' 'wine-binfmt.conf') sha256sums=('SKIP' 'SKIP' 'SKIP' + 'f5f8c507f79c829b118125a3749f80ed31eb8ba8ad024d99554a1a6458c438eb' + '98372adbb16949edca4c90604cceac5db3d4bf37eccc13d59d3e5735f53f2501' + '112f8fc68d5421805fb1de32c0216c41412afae21153d803127c9d1c1103e35b' + '016ee498c9ff7af0d14c7b0e42f4bc5255f5dae6d391fd36c2060668fcade662' + 'ec11046f6335c2831e3b89c2b0c241b74974415a64523f35f0a606d27d1dbfbb' + 'd2a8febc2500d6a7bed418232efedf82f114e7d14ca1199789abe576dddae90b' + 'ff5ef40b945fdad16db99a1f736c20c53711cfe002d367ea4aa55d84bf6a1207' + 'dee52666fc680b74f5d5ba1a2a74de715c7b49376895ff057ccada9daaef5911' + '5c3776e5c94b51b368384c79aec9b26716fc6517935d782c121c856f21dfd223' '972d6b114f7621c5f3bd34b1105dd390b318db18fbc76328001c984db488a9b0' - 'a45b31be24638450a43031dae1b3126a1364da22ec5212bf9cdf66caa037dcf8' - #'ce8831fc1631f1ef8a60237df3b61d7e62365713516c0d437202f9e321a0df88' + '1c8be30224a67c0f279ae1324165708371aad8f290ebc6da69c686d0904e606c' '50ccb5bd2067e5d2739c5f7abcef11ef096aa246f5ceea11d2c3b508fc7f77a1' '9901a5ee619f24662b241672a7358364617227937d5f6d3126f70528ee5111e7' 'c589c1668851cf5973b8e76d9bd6ae3b9cb9e6524df5d9cb90af4ac20d61d152') @@ -180,13 +196,18 @@ prepare() { "${srcdir}"/"${_stgsrcdir}"/patches/patchinstall.sh DESTDIR="${srcdir}/${_winesrcdir}" --all # apply wine-pba patches - for _f in $(ls "${srcdir}"/"${_pbasrcdir}"/'patches'); do - patch -d "${srcdir}"/"${_winesrcdir}" -Np1 < "${srcdir}"/"${_pbasrcdir}"/'patches'/"${_f}" - done - - # vsync patch - # https://github.com/SveSop/wine-staging-pba-patched/commit/47404f07dc4f56e1eae2785eeee71be56c8fd9d0?diff=unified - #patch -Np1 < ../'vsync.patch' + #for _f in $(ls "${srcdir}"/"${_pbasrcdir}"/'patches'); do + # patch -d "${srcdir}"/"${_winesrcdir}" -Np1 < "${srcdir}"/"${_pbasrcdir}"/'patches'/"${_f}" + #done + patch -Np1 < ../'0001-wined3d-Initial-implementation-of-a-persistent-mappe.patch' + patch -Np1 < ../'0002-wined3d-Add-support-for-backing-dynamic-wined3d_buff.patch' + patch -Np1 < ../'0003-wined3d-Use-ARB_multi_bind-to-speed-up-UBO-updates.patch' + patch -Np1 < ../'0004-wined3d-Use-GL_CLIENT_STORAGE_BIT-for-persistent-map.patch' + patch -Np1 < ../'0005-wined3d-Disable-persistently-mapped-shader-resource-.patch' + patch -Np1 < ../'0006-wined3d-Perform-initial-allocation-of-persistent-buf.patch' + patch -Np1 < ../'0007-wined3d-Avoid-freeing-persistent-buffer-heap-element.patch' + patch -Np1 < ../'0008-wined3d-Add-DISABLE_PBA-envvar-some-PBA-cleanup.patch' + patch -Np1 < ../'0009-wined3d-Add-quirk-to-use-GL_CLIENT_STORAGE_BIT-for-m.patch' # fix path of opencl headers sed 's|OpenCL/opencl.h|CL/opencl.h|g' -i configure* |