From 1f69076549bf2351eb6d8d885b35a46b4dc69813 Mon Sep 17 00:00:00 2001 From: Andrew Comminos 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