- 10 Mar, 2022 1 commit
-
-
Zebediah Figura authored
BOs will always be unmapped here. This is a relic from an older form of the code where mapping was done in wined3d_context_vk_create_bo(). Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
- 09 Mar, 2022 4 commits
-
-
Zebediah Figura authored
This can be significantly more convenient than modifying the registry. config_list_get_value() is based on vkd3d_debug_list_has_member() by Józef Kucia. Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Stefan Dösinger authored
Signed-off-by:
Stefan Dösinger <stefan@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Stefan Dösinger authored
This removes tracking work entirely from the CS thread and replaces interlocked with regular writes on the main thread. It also avoids accessing access_count in read-write mode from two threads. Signed-off-by:
Stefan Dösinger <stefan@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Stefan Dösinger authored
Signed-off-by:
Stefan Dösinger <stefan@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
- 07 Mar, 2022 4 commits
-
-
Jan Sikorski authored
This makes event results available sooner, i.e. after they are executed by the GPU, and also moves the polling from CS to application's thread. Signed-off-by:
Jan Sikorski <jsikorski@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Jan Sikorski authored
We want to avoid using the poll list, for occlusion queries especially, as in some games the number of occlusion queries can reach the hundreds. OpenGL backend already does this by using ARB_QUERY_BUFFER_OBJECT. We could mimic this in Vulkan too using compute shaders to accumulate pending queries, however, unlike with OpenGL, we can also just directly call vkGetQueryPoolResults() from the application's thread. A downside of the approach taken here is that Vulkan queries allocated to a wined3d_query are only released after the query is reused or destroyed. In principle, if this ever becomes a problem, it could be avoided by protecting the query pool with a mutex and releasing queries after reading the results. Signed-off-by:
Jan Sikorski <jsikorski@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Jan Sikorski authored
This is mostly to enable polling queries from the application thread by removing the need to access the shared context. Signed-off-by:
Jan Sikorski <jsikorski@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Jan Sikorski authored
Its eventual purpose is to allow for skipping the poll list mechanism by calling query_poll() in the application thread. In this patch it is only used for when we don't have a separate CS thread. Signed-off-by:
Jan Sikorski <jsikorski@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
- 03 Mar, 2022 3 commits
-
-
Matteo Bruni authored
Signed-off-by:
Matteo Bruni <mbruni@codeweavers.com> Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Alexandre Julliard authored
Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Alexandre Julliard authored
Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
- 25 Feb, 2022 1 commit
-
-
Zebediah Figura authored
Based on patches by Matteo Bruni and Michael Müller. Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
- 24 Feb, 2022 8 commits
-
-
Zebediah Figura authored
Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Zebediah Figura authored
Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Zebediah Figura authored
Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Zebediah Figura authored
For the purposes of texture2d_blt(). The main goal here is to allow uploading from WINED3D_LOCATION_CLEARED to a multisample texture (and hence initializing it). Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Zebediah Figura authored
Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Zebediah Figura authored
Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Zebediah Figura authored
Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Zebediah Figura authored
Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
- 21 Feb, 2022 1 commit
-
-
Zebediah Figura authored
Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
- 18 Feb, 2022 5 commits
-
-
Zebediah Figura authored
Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Zebediah Figura authored
For the purposes of wined3d_cs_map_upload_bo(). That is, if a buffer was just created or just discarded [e.g. with wined3d_device_evict_managed_resources()], and then subsequently mapped with WINED3D_MAP_NOOVERWRITE, treat it as if it had been mapped with WINED3D_MAP_DISCARD instead, thus allowing the adapter_alloc_upload_bo callback to allocate a new buffer from the client thread. This was the source of a bunch of stalls in Grand Theft Auto V, although it's hard to measure a difference in performance. Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Zebediah Figura authored
Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Zebediah Figura authored
Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Zebediah Figura authored
Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
- 17 Feb, 2022 1 commit
-
-
Zebediah Figura authored
Parallel to a5efc1d5. Unlike with the Vulkan backend, we cannot map chunks from the client thread, but we can access the mapped pointer and increase the map count of already mapped chunks. Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
- 16 Feb, 2022 4 commits
-
-
Zebediah Figura authored
wined3d: Don't use persistent BOs from the client thread if we might need to do vertex attribute conversion. Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Zebediah Figura authored
Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Zebediah Figura authored
Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Zebediah Figura authored
Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
- 15 Feb, 2022 5 commits
-
-
Connor McAdams authored
For download, vkCmdCopyImageToBuffer() is used, not vkCmdCopyBufferToImage(). Signed-off-by:
Connor McAdams <cmcadams@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Zebediah Figura authored
Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Zebediah Figura authored
Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Zebediah Figura authored
Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Zebediah Figura authored
Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
- 14 Feb, 2022 3 commits
-
-
Zebediah Figura authored
Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Zebediah Figura authored
Currently this has no effect. Depending on whether wined3d_map_persistent() returns true, either the client thread doesn't access the map pointer outside of d3d map requests, or the BO is never unmapped. However, we'd like to be able to let NOOVERWRITE maps be accelerated while still being able to unmap arbitrary BOs at arbitrary times from the CS thread. Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-
Henri Verbeet authored
Signed-off-by:
Zebediah Figura <zfigura@codeweavers.com> Signed-off-by:
Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by:
Alexandre Julliard <julliard@winehq.org>
-