d3d12: Async semaphore leads to deadlock, make it sync, but do resource garbage collection async

This commit is contained in:
vlj 2015-06-07 20:38:48 +02:00 committed by Vincent Lejeune
parent 10b92d45d1
commit 2d0dbf4949
2 changed files with 83 additions and 37 deletions

View file

@ -79,6 +79,44 @@ void DataHeap::Release()
}
}
GarbageCollectionThread::GarbageCollectionThread()
{
m_worker = std::thread([this]() {
while (true)
{
std::unique_lock<std::mutex> lock(m_mutex);
if (m_queue.empty())
cv.wait(lock);
m_queue.front()();
m_queue.pop();
}
});
m_worker.detach();
}
GarbageCollectionThread::~GarbageCollectionThread()
{
}
void GarbageCollectionThread::pushWork(std::function<void()>&& f)
{
std::unique_lock<std::mutex> lock(m_mutex);
m_queue.push(f);
cv.notify_all();
}
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;
@ -1128,40 +1166,45 @@ void D3D12GSRender::Flip()
check(m_swapChain->Present(Ini.GSVSyncEnable.GetValue() ? 1 : 0, 0));
// Add an event signaling queue completion
m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&getNonCurrentResourceStorage().m_frameFinishedFence));
getNonCurrentResourceStorage().m_frameFinishedHandle = CreateEvent(0, 0, 0, 0);
getNonCurrentResourceStorage().m_frameFinishedFence->SetEventOnCompletion(1, getNonCurrentResourceStorage().m_frameFinishedHandle);
m_commandQueueGraphic->Signal(getNonCurrentResourceStorage().m_frameFinishedFence, 1);
ResourceStorage &storage = getNonCurrentResourceStorage();
m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&storage.m_frameFinishedFence));
storage.m_frameFinishedHandle = CreateEvent(0, 0, 0, 0);
storage.m_frameFinishedFence->SetEventOnCompletion(1, storage.m_frameFinishedHandle);
m_commandQueueGraphic->Signal(storage.m_frameFinishedFence, 1);
// Flush
m_texturesCache.clear();
m_texturesRTTs.clear();
getNonCurrentResourceStorage().m_inUseConstantsBuffers = m_constantsData.m_resourceStoredSinceLastSync;
storage.m_inUseConstantsBuffers = m_constantsData.m_resourceStoredSinceLastSync;
m_constantsData.m_resourceStoredSinceLastSync.clear();
getNonCurrentResourceStorage().m_inUseVertexIndexBuffers = m_vertexIndexData.m_resourceStoredSinceLastSync;
storage.m_inUseVertexIndexBuffers = m_vertexIndexData.m_resourceStoredSinceLastSync;
m_vertexIndexData.m_resourceStoredSinceLastSync.clear();
getNonCurrentResourceStorage().m_inUseTextureUploadBuffers = m_textureUploadData.m_resourceStoredSinceLastSync;
storage.m_inUseTextureUploadBuffers = m_textureUploadData.m_resourceStoredSinceLastSync;
m_textureUploadData.m_resourceStoredSinceLastSync.clear();
getNonCurrentResourceStorage().m_inUseTexture2D = m_textureData.m_resourceStoredSinceLastSync;
storage.m_inUseTexture2D = m_textureData.m_resourceStoredSinceLastSync;
m_textureData.m_resourceStoredSinceLastSync.clear();
if (getCurrentResourceStorage().m_frameFinishedHandle)
m_GC.pushWork([&]()
{
WaitForSingleObject(getCurrentResourceStorage().m_frameFinishedHandle, INFINITE);
CloseHandle(getCurrentResourceStorage().m_frameFinishedHandle);
getCurrentResourceStorage().m_frameFinishedFence->Release();
WaitForSingleObject(storage.m_frameFinishedHandle, INFINITE);
CloseHandle(storage.m_frameFinishedHandle);
storage.m_frameFinishedFence->Release();
for (auto tmp : getCurrentResourceStorage().m_inUseConstantsBuffers)
for (auto tmp : storage.m_inUseConstantsBuffers)
m_constantsData.m_getPos = std::get<0>(tmp);
for (auto tmp : getCurrentResourceStorage().m_inUseVertexIndexBuffers)
for (auto tmp : storage.m_inUseVertexIndexBuffers)
m_vertexIndexData.m_getPos = std::get<0>(tmp);
for (auto tmp : getCurrentResourceStorage().m_inUseTextureUploadBuffers)
for (auto tmp : storage.m_inUseTextureUploadBuffers)
m_textureUploadData.m_getPos = std::get<0>(tmp);
for (auto tmp : getCurrentResourceStorage().m_inUseTexture2D)
for (auto tmp : storage.m_inUseTexture2D)
m_textureData.m_getPos = std::get<0>(tmp);
getCurrentResourceStorage().Reset();
}
storage.Reset();
});
while (getCurrentResourceStorage().m_frameFinishedHandle)
std::this_thread::yield();
m_frame->Flip(nullptr);
}
@ -1446,7 +1489,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
//Wait for result
m_commandQueueGraphic->Signal(fence, 1);
std::thread valueChangerThread([=]() {
m_GC.pushWork([=]() {
WaitForSingleObject(handle, INFINITE);
CloseHandle(handle);
fence->Release();
@ -1561,28 +1604,17 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
vm::write32(m_label_addr + offset, value);
});
valueChangerThread.detach();
m_GC.waitForCompletion();
}
void D3D12GSRender::semaphorePFIFOAcquire(u32 offset, u32 value)
{
ID3D12Fence *fence;
check(
m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence))
);
m_commandQueueGraphic->Wait(fence, 1);
std::thread valueChangerThread([=]() {
while (true)
{
u32 val = vm::read32(m_label_addr + offset);
if (val == value) break;
std::this_thread::sleep_for(std::chrono::milliseconds(100));
}
fence->Signal(1);
fence->Release();
while (true)
{
u32 val = vm::read32(m_label_addr + offset);
if (val == value) break;
std::this_thread::yield();
}
);
valueChangerThread.detach();
}
#endif

View file

@ -61,9 +61,23 @@ struct DataHeap
void Release();
};
struct GarbageCollectionThread
{
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();
};
class D3D12GSRender : public GSRender
{
private:
GarbageCollectionThread m_GC;
// Copy of RTT to be used as texture
std::unordered_map<u32, ID3D12Resource* > m_texturesRTTs;