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path: root/0006-wined3d-Switch-wined3d_buffer_heap-to-be-backed-by-a.patch
blob: 89c9c8ec9eda6e58b28ad8e5f9d3ef0d9e746365 (plain)
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From 2acd4b6ca9cadb84eb38bf1fc4bd5b2ccab3c532 Mon Sep 17 00:00:00 2001
From: Andrew Comminos <andrew@comminos.com>
Date: Tue, 27 Feb 2018 16:11:10 -0800
Subject: [PATCH 6/8] wined3d: Switch wined3d_buffer_heap to be backed by an
 rb-tree.

---
 dlls/wined3d/buffer_heap.c     | 230 ++++++++++++++++++-----------------------
 dlls/wined3d/wined3d_private.h |   6 +-
 2 files changed, 105 insertions(+), 131 deletions(-)

diff --git a/dlls/wined3d/buffer_heap.c b/dlls/wined3d/buffer_heap.c
index 165a957edd..45d3a2c7d7 100644
--- a/dlls/wined3d/buffer_heap.c
+++ b/dlls/wined3d/buffer_heap.c
@@ -19,6 +19,7 @@
 
 #include "config.h"
 #include "wine/port.h"
+#include "wine/rbtree.h"
 #include "wined3d_private.h"
 
 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
@@ -26,21 +27,26 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
 
 struct wined3d_buffer_heap_element
 {
+    struct wine_rb_entry entry;
     struct wined3d_map_range range;
+};
 
-    struct wined3d_buffer_heap_element *prev;
-    struct wined3d_buffer_heap_element *next;
+struct wined3d_buffer_heap_range
+{
+    struct wined3d_map_range range;
+
+    struct wined3d_buffer_heap_range *next;
 };
 
 struct wined3d_buffer_heap_fenced_element
 {
-    struct wined3d_buffer_heap_element *ranges;
+    struct wined3d_buffer_heap_range *ranges;
     struct wined3d_fence *fence;
 
-    struct wined3d_buffer_heap_element *next;
+    struct wined3d_buffer_heap_fenced_element *next;
 };
 
-static struct wined3d_buffer_heap_element* element_new(GLintptr offset, GLsizeiptr size)
+static struct wined3d_buffer_heap_element* element_new(GLsizei offset, GLsizei size)
 {
     struct wined3d_buffer_heap_element* elem;
     elem = HeapAlloc(GetProcessHeap(), 0, sizeof(struct wined3d_buffer_heap_element));
@@ -48,12 +54,10 @@ static struct wined3d_buffer_heap_element* element_new(GLintptr offset, GLsizeip
         return NULL;
     elem->range.offset = offset;
     elem->range.size = size;
-    elem->next = NULL;
-    elem->prev = NULL;
     return elem;
 }
 
-static struct wined3d_buffer_heap_fenced_element* fenced_element_new(struct wined3d_buffer_heap_element *ranges, struct wined3d_fence* fence)
+static struct wined3d_buffer_heap_fenced_element* fenced_element_new(struct wined3d_buffer_heap_range *ranges, struct wined3d_fence* fence)
 {
     struct wined3d_buffer_heap_fenced_element* elem;
     elem = HeapAlloc(GetProcessHeap(), 0, sizeof(struct wined3d_buffer_heap_fenced_element));
@@ -65,97 +69,16 @@ static struct wined3d_buffer_heap_fenced_element* fenced_element_new(struct wine
     return elem;
 }
 
-static void element_merge_adjacent(struct wined3d_buffer_heap_element **head, struct wined3d_buffer_heap_element *elem)
-{
-    struct wined3d_buffer_heap_element *cur_prev = elem->prev;
-    struct wined3d_buffer_heap_element *cur_next = elem->next;
-    if (cur_prev && cur_prev->range.offset + cur_prev->range.size == elem->range.offset)
-    {
-        elem->range.offset = cur_prev->range.offset;
-        elem->range.size += cur_prev->range.size;
-
-        elem->prev = cur_prev->prev;
-        if (cur_prev->prev)
-            cur_prev->prev->next = elem;
-
-        if (cur_prev == *head)
-            *head = elem;
-
-        HeapFree(GetProcessHeap(), 0, cur_prev);
-    }
-    if (cur_next && cur_next->range.offset == elem->range.offset + elem->range.size)
-    {
-        elem->range.size += cur_next->range.size;
-        elem->next = cur_next->next;
-        if (cur_next->next)
-        {
-            cur_next->next->prev = elem;
-        }
-        HeapFree(GetProcessHeap(), 0, cur_next);
-    }
-}
-
-// Inserts a range into the list starting at `elem`.
-// Updates the head of the list, if necessary.
-static void element_insert_range(struct wined3d_buffer_heap_element **head, struct wined3d_map_range range)
+static int free_tree_compare(const void *key, const struct wine_rb_entry *entry)
 {
-    struct wined3d_buffer_heap_element *elem = *head;
-    struct wined3d_buffer_heap_element *new_elem;
-    struct wined3d_buffer_heap_element *last_elem = NULL;
-
-    // Special case where the head doesn't exist.
-    if (!elem)
-    {
-        new_elem = element_new(range.offset, range.size);
-        *head = new_elem;
-        return;
-    }
-
-    while (elem)
-    {
-        struct wined3d_map_range *erange = &elem->range;
-        if (range.offset + range.size == erange->offset)
-        {
-            // Left side merge
-            erange->offset = range.offset;
-            erange->size += range.size;
-            // Check if this causes a merge with elem->prev
-            element_merge_adjacent(head, elem);
-            return;
-        }
-        else if (erange->offset + erange->size == range.offset)
-        {
-            // Right side merge
-            erange->size += range.size;
-            // Check if this causes a merge with elem->prev
-            element_merge_adjacent(head, elem);
-            return;
-        }
-        else if (range.offset < erange->offset)
-        {
-            // Append to left, non-merge case.
-            new_elem = element_new(range.offset, range.size);
-            new_elem->prev = elem->prev;
-            new_elem->next = elem;
-            if (elem->prev)
-            {
-                elem->prev->next = new_elem;
-            }
-            if (*head == elem)
-            {
-                *head = new_elem;
-            }
-            elem->prev = new_elem;
-            return;
-        }
-        last_elem = elem;
-        elem = elem->next;
-    }
-
-    // Larger offset than all other elements in the list, append to the end.
-    new_elem = element_new(range.offset, range.size);
-    new_elem->prev = last_elem;
-    last_elem->next = new_elem;
+    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. */
@@ -165,6 +88,7 @@ HRESULT wined3d_buffer_heap_create(struct wined3d_context *context, GLsizeiptr s
     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;
 
@@ -195,7 +119,11 @@ HRESULT wined3d_buffer_heap_create(struct wined3d_context *context, GLsizeiptr s
     }
     context_bind_bo(context, buffer_target, 0);
 
-    object->free_list_head = element_new(0, size);
+    wine_rb_init(&object->free_tree, free_tree_compare);
+
+    initial_elem = element_new(0, size);
+    wine_rb_put(&object->free_tree, initial_elem->range.offset, &initial_elem->entry);
+
     object->fenced_head = object->fenced_tail = NULL;
     object->alignment = alignment;
     object->pending_fenced_bytes = 0;
@@ -217,10 +145,10 @@ HRESULT wined3d_buffer_heap_destroy(struct wined3d_buffer_heap *heap, struct win
 
 HRESULT wined3d_buffer_heap_alloc(struct wined3d_buffer_heap *heap, GLsizeiptr size, struct wined3d_map_range *out_range)
 {
-    EnterCriticalSection(&heap->temp_lock);
+    struct wine_rb_entry *iter;
 
     // TODO(acomminos): free list binning?
-    struct wined3d_buffer_heap_element *elem = heap->free_list_head;
+    EnterCriticalSection(&heap->temp_lock);
 
     // Round to the nearest power of two to reduce fragmentation.
     size = 1ULL << (int)ceil(log2(size));
@@ -229,40 +157,35 @@ HRESULT wined3d_buffer_heap_alloc(struct wined3d_buffer_heap *heap, GLsizeiptr s
     if (heap->alignment)
         size += heap->alignment - (size % heap->alignment);
 
-    while (elem != NULL)
+    iter = wine_rb_head(heap->free_tree.root);
+    while (iter)
     {
-        TRACE("allocation at %p, size %lld\n", heap->map_ptr + elem->range.offset, elem->range.size);
-        // XXX(acomminos): first fit is highly likely to be dumb, needs more analysis.
+        struct wined3d_buffer_heap_element *elem = WINE_RB_ENTRY_VALUE(iter, struct wined3d_buffer_heap_element, entry);
         if (elem->range.size >= size)
         {
-            // Pull the range from the start of the free list element.
-            out_range->offset = elem->range.offset;
-            out_range->size = size; // XXX(acomminos): should we really give the exact size requested?
+            // FIXME(acomminos): should key based on end so that we can slice
+            // off the front without changing the key.
+            GLsizei remaining = elem->range.size - size;
 
-            elem->range.offset += size;
-            elem->range.size -= size;
+            out_range->offset = elem->range.offset;
+            out_range->size = size;
 
-            if (elem->range.size == 0)
+            wine_rb_remove(&heap->free_tree, iter);
+            if (remaining > 0)
+            {
+                elem->range.offset += size;
+                elem->range.size -= size;
+                wine_rb_put(&heap->free_tree, (const void*) elem->range.offset, &elem->entry);
+            }
+            else
             {
-                if (elem->prev)
-                {
-                    elem->prev->next = elem->next;
-                }
-                if (elem->next)
-                {
-                    elem->next->prev = elem->prev;
-                }
-                if (heap->free_list_head == elem)
-                {
-                    heap->free_list_head = elem->next;
-                }
                 HeapFree(GetProcessHeap(), 0, elem);
             }
-
+            TRACE("Allocated %lld bytes at %lld\n", out_range->size, out_range->offset);
             LeaveCriticalSection(&heap->temp_lock);
             return WINED3D_OK;
         }
-        elem = elem->next;
+        iter = wine_rb_next(iter);
     }
 
     LeaveCriticalSection(&heap->temp_lock);
@@ -271,17 +194,68 @@ HRESULT wined3d_buffer_heap_alloc(struct wined3d_buffer_heap *heap, GLsizeiptr s
 
 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);
+    struct wine_rb_entry *entry;
+    HRESULT hr;
+
+    if (!elem)
+        return E_OUTOFMEMORY;
+
     EnterCriticalSection(&heap->temp_lock);
+    if (wine_rb_put(&heap->free_tree, (const void*) elem->range.offset, &elem->entry) == -1)
+    {
+        LeaveCriticalSection(&heap->temp_lock);
+        HeapFree(GetProcessHeap(), 0, elem);
+        return E_FAIL;
+    }
 
-    element_insert_range(&heap->free_list_head, range);
+    // 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(elem, struct wined3d_buffer_heap_element, entry);
+        if (left_elem->range.offset + left_elem->range.size == elem->range.offset)
+        {
+            // Replace the newly inserted element with an extended node to its
+            // left. This doesn't change the key properties of the left node.
+            left_elem->range.size += range.size;
+
+            wine_rb_remove(&heap->free_tree, &elem->entry);
+            HeapFree(GetProcessHeap(), 0, elem);
+
+            elem = left_elem;
+        }
+    }
+
+    // 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(elem, struct wined3d_buffer_heap_element, entry);
+        if (elem->range.offset + elem->range.size == right_elem->range.offset)
+        {
+            // Remove the right element, this doesn't change the keying of our
+            // newly inserted element.
+            elem->range.size += right_elem->range.size;
+
+            wine_rb_remove(&heap->free_tree, &right_elem->entry);
+            HeapFree(GetProcessHeap(), 0, right_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)
 {
-    element_insert_range(&heap->pending_fenced_head, range);
+    struct wined3d_buffer_heap_range *elem = HeapAlloc(GetProcessHeap(), 0, sizeof(struct wined3d_buffer_heap_range));
+    elem->range = range;
+    elem->next = heap->pending_fenced_head;
+    heap->pending_fenced_head = elem;
 
     heap->pending_fenced_bytes += range.size;
     if (heap->pending_fenced_bytes >= heap->pending_fenced_threshold_bytes)
@@ -338,11 +312,11 @@ HRESULT wined3d_buffer_heap_cs_poll_fences(struct wined3d_buffer_heap *heap, str
         case WINED3D_FENCE_NOT_STARTED:
             {
                 TRACE_(d3d_perf)("Freed fence group.\n");
-                struct wined3d_buffer_heap_element *range_elem = elem->ranges;
+                struct wined3d_buffer_heap_range *range_elem = elem->ranges;
                 // FIXME(acomminos): this might take a while. incrementally do this?
                 while (range_elem)
                 {
-                    struct wined3d_buffer_heap_element *next = range_elem->next;
+                    struct wined3d_buffer_heap_range *next = range_elem->next;
                     wined3d_buffer_heap_free(heap, range_elem->range);
                     HeapFree(GetProcessHeap(), 0, range_elem);
                     range_elem = next;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 62433a39b1..3a45d9931e 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -3665,7 +3665,7 @@ enum wined3d_buffer_conversion_type
     CONV_POSITIONT,
 };
 
-struct wined3d_buffer_heap_element;
+struct wined3d_buffer_heap_range;
 struct wined3d_buffer_heap_fenced_element;
 
 // A heap that manages allocations with a single GL buffer.
@@ -3677,10 +3677,10 @@ struct wined3d_buffer_heap
     CRITICAL_SECTION temp_lock; // Temporary lock while we implement the fenced free list.
 
     // TODO: add buckets for free regions of a given size.
-    struct wined3d_buffer_heap_element *free_list_head;
+    struct wine_rb_tree free_tree; // Free regions keyed on their base address.
 
     // Elements that need to be fenced, but haven't reached the required size.
-    struct wined3d_buffer_heap_element *pending_fenced_head;
+    struct wined3d_buffer_heap_range *pending_fenced_head;
     GLsizeiptr pending_fenced_bytes; // Number of free bytes in the active fenced region.
     GLsizeiptr pending_fenced_threshold_bytes; // Number of bytes required before fencing.
 
-- 
2.16.2