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d3d12: Async semaphore leads to deadlock, make it sync, but do resource garbage collection async
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parent
10b92d45d1
commit
2d0dbf4949
2 changed files with 83 additions and 37 deletions
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@ -79,6 +79,44 @@ void DataHeap::Release()
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}
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}
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GarbageCollectionThread::GarbageCollectionThread()
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{
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m_worker = std::thread([this]() {
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while (true)
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{
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std::unique_lock<std::mutex> lock(m_mutex);
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if (m_queue.empty())
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cv.wait(lock);
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m_queue.front()();
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m_queue.pop();
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}
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});
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m_worker.detach();
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}
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GarbageCollectionThread::~GarbageCollectionThread()
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{
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}
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void GarbageCollectionThread::pushWork(std::function<void()>&& f)
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{
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std::unique_lock<std::mutex> lock(m_mutex);
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m_queue.push(f);
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cv.notify_all();
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}
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void GarbageCollectionThread::waitForCompletion()
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{
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pushWork([]() {});
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while (true)
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{
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std::this_thread::yield();
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std::unique_lock<std::mutex> lock(m_mutex);
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if (m_queue.empty())
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return;
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}
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}
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void D3D12GSRender::ResourceStorage::Reset()
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{
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m_constantsBufferIndex = 0;
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@ -1128,40 +1166,45 @@ void D3D12GSRender::Flip()
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check(m_swapChain->Present(Ini.GSVSyncEnable.GetValue() ? 1 : 0, 0));
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// Add an event signaling queue completion
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m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&getNonCurrentResourceStorage().m_frameFinishedFence));
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getNonCurrentResourceStorage().m_frameFinishedHandle = CreateEvent(0, 0, 0, 0);
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getNonCurrentResourceStorage().m_frameFinishedFence->SetEventOnCompletion(1, getNonCurrentResourceStorage().m_frameFinishedHandle);
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m_commandQueueGraphic->Signal(getNonCurrentResourceStorage().m_frameFinishedFence, 1);
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ResourceStorage &storage = getNonCurrentResourceStorage();
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m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&storage.m_frameFinishedFence));
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storage.m_frameFinishedHandle = CreateEvent(0, 0, 0, 0);
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storage.m_frameFinishedFence->SetEventOnCompletion(1, storage.m_frameFinishedHandle);
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m_commandQueueGraphic->Signal(storage.m_frameFinishedFence, 1);
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// Flush
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m_texturesCache.clear();
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m_texturesRTTs.clear();
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getNonCurrentResourceStorage().m_inUseConstantsBuffers = m_constantsData.m_resourceStoredSinceLastSync;
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storage.m_inUseConstantsBuffers = m_constantsData.m_resourceStoredSinceLastSync;
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m_constantsData.m_resourceStoredSinceLastSync.clear();
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getNonCurrentResourceStorage().m_inUseVertexIndexBuffers = m_vertexIndexData.m_resourceStoredSinceLastSync;
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storage.m_inUseVertexIndexBuffers = m_vertexIndexData.m_resourceStoredSinceLastSync;
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m_vertexIndexData.m_resourceStoredSinceLastSync.clear();
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getNonCurrentResourceStorage().m_inUseTextureUploadBuffers = m_textureUploadData.m_resourceStoredSinceLastSync;
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storage.m_inUseTextureUploadBuffers = m_textureUploadData.m_resourceStoredSinceLastSync;
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m_textureUploadData.m_resourceStoredSinceLastSync.clear();
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getNonCurrentResourceStorage().m_inUseTexture2D = m_textureData.m_resourceStoredSinceLastSync;
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storage.m_inUseTexture2D = m_textureData.m_resourceStoredSinceLastSync;
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m_textureData.m_resourceStoredSinceLastSync.clear();
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if (getCurrentResourceStorage().m_frameFinishedHandle)
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m_GC.pushWork([&]()
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{
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WaitForSingleObject(getCurrentResourceStorage().m_frameFinishedHandle, INFINITE);
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CloseHandle(getCurrentResourceStorage().m_frameFinishedHandle);
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getCurrentResourceStorage().m_frameFinishedFence->Release();
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WaitForSingleObject(storage.m_frameFinishedHandle, INFINITE);
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CloseHandle(storage.m_frameFinishedHandle);
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storage.m_frameFinishedFence->Release();
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for (auto tmp : getCurrentResourceStorage().m_inUseConstantsBuffers)
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for (auto tmp : storage.m_inUseConstantsBuffers)
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m_constantsData.m_getPos = std::get<0>(tmp);
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for (auto tmp : getCurrentResourceStorage().m_inUseVertexIndexBuffers)
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for (auto tmp : storage.m_inUseVertexIndexBuffers)
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m_vertexIndexData.m_getPos = std::get<0>(tmp);
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for (auto tmp : getCurrentResourceStorage().m_inUseTextureUploadBuffers)
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for (auto tmp : storage.m_inUseTextureUploadBuffers)
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m_textureUploadData.m_getPos = std::get<0>(tmp);
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for (auto tmp : getCurrentResourceStorage().m_inUseTexture2D)
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for (auto tmp : storage.m_inUseTexture2D)
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m_textureData.m_getPos = std::get<0>(tmp);
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getCurrentResourceStorage().Reset();
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}
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storage.Reset();
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});
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while (getCurrentResourceStorage().m_frameFinishedHandle)
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std::this_thread::yield();
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m_frame->Flip(nullptr);
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}
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@ -1446,7 +1489,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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//Wait for result
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m_commandQueueGraphic->Signal(fence, 1);
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std::thread valueChangerThread([=]() {
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m_GC.pushWork([=]() {
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WaitForSingleObject(handle, INFINITE);
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CloseHandle(handle);
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fence->Release();
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@ -1561,28 +1604,17 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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vm::write32(m_label_addr + offset, value);
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});
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valueChangerThread.detach();
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m_GC.waitForCompletion();
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}
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void D3D12GSRender::semaphorePFIFOAcquire(u32 offset, u32 value)
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{
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ID3D12Fence *fence;
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check(
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m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence))
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);
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m_commandQueueGraphic->Wait(fence, 1);
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std::thread valueChangerThread([=]() {
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while (true)
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{
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u32 val = vm::read32(m_label_addr + offset);
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if (val == value) break;
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std::this_thread::sleep_for(std::chrono::milliseconds(100));
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}
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fence->Signal(1);
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fence->Release();
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while (true)
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{
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u32 val = vm::read32(m_label_addr + offset);
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if (val == value) break;
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std::this_thread::yield();
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}
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);
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valueChangerThread.detach();
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}
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#endif
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@ -61,9 +61,23 @@ struct DataHeap
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void Release();
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};
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struct GarbageCollectionThread
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{
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std::mutex m_mutex;
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std::condition_variable cv;
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std::queue<std::function<void()> > m_queue;
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std::thread m_worker;
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GarbageCollectionThread();
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~GarbageCollectionThread();
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void pushWork(std::function<void()>&& f);
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void waitForCompletion();
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};
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class D3D12GSRender : public GSRender
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{
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private:
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GarbageCollectionThread m_GC;
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// Copy of RTT to be used as texture
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std::unordered_map<u32, ID3D12Resource* > m_texturesRTTs;
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