wined3d: Allow forcing commands serialization in the CS thread.

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Matteo Bruni 2020-12-03 17:58:54 +01:00 committed by Alexandre Julliard
parent 5031b9a994
commit d989d449c3
3 changed files with 38 additions and 2 deletions

View file

@ -21,6 +21,7 @@
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(d3d_sync);
WINE_DECLARE_DEBUG_CHANNEL(fps);
#define WINED3D_INITIAL_CS_SIZE 4096
@ -2866,6 +2867,18 @@ static void wined3d_cs_wait_event(struct wined3d_cs *cs)
WaitForSingleObject(cs->event, INFINITE);
}
static void wined3d_cs_command_lock(const struct wined3d_cs *cs)
{
if (cs->serialize_commands)
EnterCriticalSection(&wined3d_command_cs);
}
static void wined3d_cs_command_unlock(const struct wined3d_cs *cs)
{
if (cs->serialize_commands)
LeaveCriticalSection(&wined3d_command_cs);
}
static DWORD WINAPI wined3d_cs_run(void *ctx)
{
struct wined3d_cs_packet *packet;
@ -2889,7 +2902,9 @@ static DWORD WINAPI wined3d_cs_run(void *ctx)
{
if (++poll == WINED3D_CS_QUERY_POLL_INTERVAL)
{
wined3d_cs_command_lock(cs);
poll_queries(cs);
wined3d_cs_command_unlock(cs);
poll = 0;
}
@ -2920,7 +2935,9 @@ static DWORD WINAPI wined3d_cs_run(void *ctx)
break;
}
wined3d_cs_command_lock(cs);
wined3d_cs_op_handlers[opcode](cs, packet->data);
wined3d_cs_command_unlock(cs);
TRACE("%s executed.\n", debug_cs_op(opcode));
}
@ -2945,6 +2962,7 @@ struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device)
cs->ops = &wined3d_cs_st_ops;
cs->device = device;
cs->serialize_commands = TRACE_ON(d3d_sync) || wined3d_settings.cs_multithreaded & WINED3D_CSMT_SERIALIZE;
state_init(&cs->state, d3d_info, WINED3D_STATE_NO_REF | WINED3D_STATE_INIT_DEFAULT);
@ -2952,7 +2970,7 @@ struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device)
if (!(cs->data = heap_alloc(cs->data_size)))
goto fail;
if (wined3d_settings.cs_multithreaded
if (wined3d_settings.cs_multithreaded & WINED3D_CSMT_ENABLE
&& !RtlIsCriticalSectionLockedByThread(NtCurrentTeb()->Peb->LoaderLock))
{
cs->ops = &wined3d_cs_mt_ops;

View file

@ -96,11 +96,21 @@ static CRITICAL_SECTION_DEBUG wined3d_wndproc_cs_debug =
};
static CRITICAL_SECTION wined3d_wndproc_cs = {&wined3d_wndproc_cs_debug, -1, 0, 0, 0, 0};
CRITICAL_SECTION wined3d_command_cs;
static CRITICAL_SECTION_DEBUG wined3d_command_cs_debug =
{
0, 0, &wined3d_command_cs,
{&wined3d_command_cs_debug.ProcessLocksList,
&wined3d_command_cs_debug.ProcessLocksList},
0, 0, {(DWORD_PTR)(__FILE__ ": wined3d_command_cs")}
};
CRITICAL_SECTION wined3d_command_cs = {&wined3d_command_cs_debug, -1, 0, 0, 0, 0};
/* When updating default value here, make sure to update winecfg as well,
* where appropriate. */
struct wined3d_settings wined3d_settings =
{
TRUE, /* Multithreaded CS by default. */
WINED3D_CSMT_ENABLE, /* Multithreaded CS by default. */
MAKEDWORD_VERSION(4, 4), /* Default to OpenGL 4.4 */
ORM_FBO, /* Use FBOs to do offscreen rendering */
PCI_VENDOR_NONE,/* PCI Vendor ID */
@ -436,6 +446,8 @@ static BOOL wined3d_dll_destroy(HINSTANCE hInstDLL)
heap_free(wined3d_settings.logo);
UnregisterClassA(WINED3D_OPENGL_WINDOW_CLASS_NAME, hInstDLL);
DeleteCriticalSection(&wined3d_command_cs);
DeleteCriticalSection(&wined3d_wndproc_cs);
DeleteCriticalSection(&wined3d_cs);
return TRUE;

View file

@ -452,6 +452,9 @@ enum wined3d_shader_backend
WINED3D_SHADER_BACKEND_NONE,
};
#define WINED3D_CSMT_ENABLE 0x00000001
#define WINED3D_CSMT_SERIALIZE 0x00000002
/* NOTE: When adding fields to this structure, make sure to update the default
* values in wined3d_main.c as well. */
struct wined3d_settings
@ -4675,6 +4678,7 @@ struct wined3d_cs
HMODULE wined3d_module;
HANDLE thread;
DWORD thread_id;
BOOL serialize_commands;
struct wined3d_cs_queue queue[WINED3D_CS_QUEUE_COUNT];
size_t data_size, start, end;
@ -6365,4 +6369,6 @@ static inline void wined3d_context_gl_reference_bo(struct wined3d_context_gl *co
/* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
#define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
extern CRITICAL_SECTION wined3d_command_cs;
#endif