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mirror of https://github.com/RPCS3/rpcs3.git synced 2024-11-22 18:53:28 +01:00

d3d12: Get rid of extra garbage collection off

This commit is contained in:
Vincent Lejeune 2015-09-13 20:12:21 +02:00
parent bf04758285
commit 72e5578595
2 changed files with 41 additions and 129 deletions

View File

@ -33,67 +33,6 @@ void SetGetD3DGSFrameCallback(GetGSFrameCb2 value)
GetGSFrame = value;
}
GarbageCollectionThread::GarbageCollectionThread()
{
m_askForTermination = false;
m_worker = std::thread([this]() {
std::unique_lock<std::mutex> lock(m_mutex);
while (!m_askForTermination)
{
if (!lock)
{
lock.lock();
continue;
}
if (!m_queue.empty())
{
auto func = std::move(m_queue.front());
m_queue.pop();
if (lock) lock.unlock();
func();
continue;
}
cv.wait(lock);
}
});
}
GarbageCollectionThread::~GarbageCollectionThread()
{
{
std::unique_lock<std::mutex> lock(m_mutex);
m_askForTermination = true;
cv.notify_one();
}
m_worker.join();
}
void GarbageCollectionThread::pushWork(std::function<void()>&& f)
{
{
std::unique_lock<std::mutex> lock(m_mutex);
m_queue.push(f);
}
cv.notify_one();
}
void GarbageCollectionThread::waitForCompletion()
{
pushWork([]() {});
while (true)
{
std::this_thread::yield();
std::unique_lock<std::mutex> lock(m_mutex);
if (m_queue.empty())
return;
}
}
void D3D12GSRender::ResourceStorage::Reset()
{
m_constantsBufferIndex = 0;
@ -115,6 +54,7 @@ void D3D12GSRender::ResourceStorage::setNewCommandList()
void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
{
m_inUse = false;
m_device = device;
m_RAMFramebuffer = nullptr;
// Create a global command allocator
@ -149,23 +89,21 @@ void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
m_frameFinishedHandle = CreateEventEx(nullptr, FALSE, FALSE, EVENT_ALL_ACCESS);
m_fenceValue = 0;
ThrowIfFailed(device->CreateFence(m_fenceValue++, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(m_frameFinishedFence.GetAddressOf())));
m_isUseable = true;
}
void D3D12GSRender::ResourceStorage::WaitAndClean(const std::vector<ID3D12Resource *> &dirtyTextures)
void D3D12GSRender::ResourceStorage::WaitAndClean()
{
if (!m_isUseable)
if (m_inUse)
WaitForSingleObjectEx(m_frameFinishedHandle, INFINITE, FALSE);
else
ThrowIfFailed(m_commandList->Close());
Reset();
for (auto tmp : dirtyTextures)
for (auto tmp : m_dirtyTextures)
tmp->Release();
m_RAMFramebuffer = nullptr;
m_isUseable.store(true, std::memory_order_release);
}
void D3D12GSRender::ResourceStorage::Release()
@ -385,9 +323,7 @@ D3D12GSRender::D3D12GSRender()
D3D12GSRender::~D3D12GSRender()
{
while (!getCurrentResourceStorage().m_isUseable.load(std::memory_order_acquire) &&
!getNonCurrentResourceStorage().m_isUseable.load(std::memory_order_acquire))
std::this_thread::yield();
getNonCurrentResourceStorage().WaitAndClean();
gfxHandler = [this](u32) { return false; };
m_constantsData.Release();
@ -924,49 +860,38 @@ void D3D12GSRender::Flip()
ResourceStorage &storage = getNonCurrentResourceStorage();
storage.m_frameFinishedFence->SetEventOnCompletion(storage.m_fenceValue, storage.m_frameFinishedHandle);
m_commandQueueGraphic->Signal(storage.m_frameFinishedFence.Get(), storage.m_fenceValue);
storage.m_frameFinishedFence->SetEventOnCompletion(storage.m_fenceValue, storage.m_frameFinishedHandle);
storage.m_fenceValue++;
storage.m_dirtyTextures = m_texToClean;
storage.m_inUse = true;
m_texToClean.clear();
// Get the put pos - 1. This way after cleaning we can set the get ptr to
// this value, allowing heap to proceed even if we cleant before allocating
// a new value (that's the reason of the -1)
storage.m_getPosConstantsHeap = m_constantsData.getCurrentPutPosMinusOne();
storage.m_getPosVertexIndexHeap = m_vertexIndexData.getCurrentPutPosMinusOne();
storage.m_getPosTextureUploadHeap = m_textureUploadData.getCurrentPutPosMinusOne();
storage.m_getPosReadbackHeap = m_readbackResources.getCurrentPutPosMinusOne();
storage.m_getPosUAVHeap = m_UAVHeap.getCurrentPutPosMinusOne();
// Flush
m_texturesRTTs.clear();
m_vertexCache.clear();
m_vertexConstants.clear();
// Now get ready for next frame
ResourceStorage &newStorage = getCurrentResourceStorage();
// Get the put pos - 1. This way after cleaning we can set the get ptr to
// this value, allowing heap to proceed even if we cleant before allocating
// a new value (that's the reason of the -1)
size_t newGetPosConstantsHeap = m_constantsData.getCurrentPutPosMinusOne();
size_t newGetPosVertexIndexHeap = m_vertexIndexData.getCurrentPutPosMinusOne();
size_t newGetPosTextureUploadHeap = m_textureUploadData.getCurrentPutPosMinusOne();
size_t newGetPosReadbackHeap = m_readbackResources.getCurrentPutPosMinusOne();
size_t newGetPosUAVHeap = m_UAVHeap.getCurrentPutPosMinusOne();
newStorage.WaitAndClean();
m_constantsData.m_getPos.store(newStorage.m_getPosConstantsHeap, std::memory_order_release);
m_vertexIndexData.m_getPos.store(newStorage.m_getPosVertexIndexHeap, std::memory_order_release);
m_textureUploadData.m_getPos.store(newStorage.m_getPosTextureUploadHeap, std::memory_order_release);
m_readbackResources.m_getPos.store(newStorage.m_getPosReadbackHeap, std::memory_order_release);
m_UAVHeap.m_getPos.store(newStorage.m_getPosUAVHeap, std::memory_order_release);
std::lock_guard<std::mutex> lock(mut);
std::vector<ID3D12Resource *> textoclean = m_texToClean;
m_texToClean.clear();
storage.m_isUseable.store(false);
m_GC.pushWork([&,
textoclean,
newGetPosConstantsHeap,
newGetPosVertexIndexHeap,
newGetPosTextureUploadHeap,
newGetPosReadbackHeap,
newGetPosUAVHeap]()
{
storage.WaitAndClean(textoclean);
m_constantsData.m_getPos.store(newGetPosConstantsHeap, std::memory_order_release);
m_vertexIndexData.m_getPos.store(newGetPosVertexIndexHeap, std::memory_order_release);
m_textureUploadData.m_getPos.store(newGetPosTextureUploadHeap, std::memory_order_release);
m_readbackResources.m_getPos.store(newGetPosReadbackHeap, std::memory_order_release);
m_UAVHeap.m_getPos.store(newGetPosUAVHeap, std::memory_order_release);
});
while (!getCurrentResourceStorage().m_isUseable.load(std::memory_order_acquire))
std::this_thread::yield();
m_frame->Flip(nullptr);
ResetTimer();
@ -1248,7 +1173,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
//Wait for result
m_commandQueueGraphic->Signal(fence, 1);
m_GC.pushWork([=]() {
auto tmp = [=]() {
WaitForSingleObject(handle, INFINITE);
CloseHandle(handle);
fence->Release();
@ -1356,9 +1281,8 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
}
vm::write32(m_label_addr + offset, value);
});
m_GC.waitForCompletion();
};
tmp();
}
void D3D12GSRender::semaphorePFIFOAcquire(u32 offset, u32 value)

View File

@ -192,26 +192,6 @@ struct DataHeap
}
};
/**
* Wrapper for a worker thread that executes lambda functions
* in the order they were submitted during its lifetime.
* Used mostly to release data that are not needed anymore.
*/
struct GarbageCollectionThread
{
std::atomic<bool> m_askForTermination;
std::mutex m_mutex;
std::condition_variable cv;
std::queue<std::function<void()> > m_queue;
std::thread m_worker;
GarbageCollectionThread();
~GarbageCollectionThread();
void pushWork(std::function<void()>&& f);
void waitForCompletion();
};
/**
* Structure used to load/unload D3D12 lib.
*/
@ -245,7 +225,6 @@ private:
std::vector<ID3D12Resource *> m_texToClean;
bool invalidateTexture(u32 addr);
GarbageCollectionThread m_GC;
// Copy of RTT to be used as texture
std::unordered_map<u32, ID3D12Resource* > m_texturesRTTs;
@ -299,7 +278,7 @@ private:
*/
struct ResourceStorage
{
std::atomic<int> m_isUseable;
bool m_inUse; // False until command list has been populated at least once
ComPtr<ID3D12Fence> m_frameFinishedFence;
UINT64 m_fenceValue;
HANDLE m_frameFinishedHandle;
@ -328,10 +307,19 @@ private:
std::vector<ComPtr<ID3D12Resource> > m_singleFrameLifetimeResources;
/// Texture that were invalidated
std::vector<ID3D12Resource *> m_dirtyTextures;
size_t m_getPosConstantsHeap;
size_t m_getPosVertexIndexHeap;
size_t m_getPosTextureUploadHeap;
size_t m_getPosReadbackHeap;
size_t m_getPosUAVHeap;
void Reset();
void Init(ID3D12Device *device);
void setNewCommandList();
void WaitAndClean(const std::vector<ID3D12Resource *> &dirtyTextures);
void WaitAndClean();
void Release();
};