vkd3d: Rename vkd3d_uint32_atomic to vkd3d_atomic_uint32
Signed-off-by: Joshua Ashton <joshua@froggi.es>
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@ -67,14 +67,14 @@ FORCEINLINE void vkd3d_atomic_load_barrier(vkd3d_memory_order order)
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case vkd3d_memory_order_seq_cst: result = intrinsic (__VA_ARGS__); break; \
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}
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FORCEINLINE uint32_t vkd3d_uint32_atomic_load_explicit(uint32_t *target, vkd3d_memory_order order)
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FORCEINLINE uint32_t vkd3d_atomic_uint32_load_explicit(uint32_t *target, vkd3d_memory_order order)
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{
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uint32_t value = *((volatile uint32_t*)target);
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vkd3d_atomic_load_barrier(order);
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return value;
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}
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FORCEINLINE void vkd3d_uint32_atomic_store_explicit(uint32_t *target, uint32_t value, vkd3d_memory_order order)
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FORCEINLINE void vkd3d_atomic_uint32_store_explicit(uint32_t *target, uint32_t value, vkd3d_memory_order order)
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{
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switch (order)
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{
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@ -84,10 +84,9 @@ FORCEINLINE void vkd3d_uint32_atomic_store_explicit(uint32_t *target, uint32_t v
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case vkd3d_memory_order_seq_cst:
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(void) InterlockedExchange((LONG*) target, value);
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}
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}
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FORCEINLINE uint32_t vkd3d_uint32_atomic_exchange_explicit(uint32_t *target, uint32_t value, vkd3d_memory_order order)
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FORCEINLINE uint32_t vkd3d_atomic_uint32_exchange_explicit(uint32_t *target, uint32_t value, vkd3d_memory_order order)
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{
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uint32_t result;
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vkd3d_atomic_choose_intrinsic(order, result, InterlockedExchange, (LONG*)target, value);
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@ -103,9 +102,9 @@ FORCEINLINE uint32_t vkd3d_uint32_atomic_exchange_explicit(uint32_t *target, uin
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#define vkd3d_memory_order_acq_rel __ATOMIC_ACQ_REL
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#define vkd3d_memory_order_seq_cst __ATOMIC_SEQ_CST
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# define vkd3d_uint32_atomic_load_explicit(target, order) __atomic_load_n(target, order)
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# define vkd3d_uint32_atomic_store_explicit(target, value, order) __atomic_store_n(target, value, order)
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# define vkd3d_uint32_atomic_exchange_explicit(target, value, order) __atomic_exchange_n(target, value, order)
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# define vkd3d_atomic_uint32_load_explicit(target, order) __atomic_load_n(target, order)
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# define vkd3d_atomic_uint32_store_explicit(target, value, order) __atomic_store_n(target, value, order)
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# define vkd3d_atomic_uint32_exchange_explicit(target, value, order) __atomic_exchange_n(target, value, order)
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# ifndef __MINGW32__
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/* Unfortunately only fetch_add is in stdatomic
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@ -29,10 +29,10 @@
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#endif
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#define vkd3d_spinlock_try_lock(lock) \
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(!vkd3d_uint32_atomic_load_explicit(lock, vkd3d_memory_order_relaxed) && \
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!vkd3d_uint32_atomic_exchange_explicit(lock, 1u, vkd3d_memory_order_acquire))
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(!vkd3d_atomic_uint32_load_explicit(lock, vkd3d_memory_order_relaxed) && \
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!vkd3d_atomic_uint32_exchange_explicit(lock, 1u, vkd3d_memory_order_acquire))
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#define vkd3d_spinlock_unlock(lock) vkd3d_uint32_atomic_store_explicit(lock, 0u, vkd3d_memory_order_release)
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#define vkd3d_spinlock_unlock(lock) vkd3d_atomic_uint32_store_explicit(lock, 0u, vkd3d_memory_order_release)
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typedef uint32_t spinlock_t;
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@ -177,7 +177,7 @@ static void vkd3d_fence_worker_remove_fence(struct vkd3d_fence_worker *worker, s
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LONG count;
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int rc;
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if (!(count = vkd3d_uint32_atomic_load_explicit(&fence->pending_worker_operation_count, vkd3d_memory_order_acquire)))
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if (!(count = vkd3d_atomic_uint32_load_explicit(&fence->pending_worker_operation_count, vkd3d_memory_order_acquire)))
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return;
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WARN("Waiting for %u pending fence operations (fence %p).\n", count, fence);
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@ -188,7 +188,7 @@ static void vkd3d_fence_worker_remove_fence(struct vkd3d_fence_worker *worker, s
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return;
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}
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while ((count = vkd3d_uint32_atomic_load_explicit(&fence->pending_worker_operation_count, vkd3d_memory_order_acquire)))
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while ((count = vkd3d_atomic_uint32_load_explicit(&fence->pending_worker_operation_count, vkd3d_memory_order_acquire)))
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{
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TRACE("Still waiting for %u pending fence operations (fence %p).\n", count, fence);
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@ -313,7 +313,7 @@ static void *vkd3d_fence_worker_main(void *arg)
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{
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vkd3d_wait_for_gpu_timeline_semaphores(worker);
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if (!worker->fence_count || vkd3d_uint32_atomic_load_explicit(&worker->enqueued_fence_count, vkd3d_memory_order_acquire))
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if (!worker->fence_count || vkd3d_atomic_uint32_load_explicit(&worker->enqueued_fence_count, vkd3d_memory_order_acquire))
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{
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if ((rc = pthread_mutex_lock(&worker->mutex)))
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{
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@ -1603,7 +1603,7 @@ static HRESULT STDMETHODCALLTYPE d3d12_command_allocator_Reset(ID3D12CommandAllo
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TRACE("Resetting command list %p.\n", list);
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}
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if ((pending = vkd3d_uint32_atomic_load_explicit(&allocator->outstanding_submissions_count, vkd3d_memory_order_acquire)) != 0)
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if ((pending = vkd3d_atomic_uint32_load_explicit(&allocator->outstanding_submissions_count, vkd3d_memory_order_acquire)) != 0)
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{
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/* HACK: There are currently command lists waiting to be submitted to the queue in the submission threads.
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* Buggy application, but work around this by not resetting the command pool this time.
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