libs/vkd3d: Implement d3d12_command_queue_Signal().

This commit is contained in:
Józef Kucia 2016-10-08 14:31:57 +02:00
parent 2a7b614278
commit b112ec1942
1 changed files with 82 additions and 2 deletions

View File

@ -24,6 +24,45 @@
#include "vkd3d_private.h"
/* Fence worker thread */
static HRESULT vkd3d_queue_gpu_fence(struct vkd3d_fence_worker *worker,
VkFence vk_fence, ID3D12Fence *fence, UINT64 value)
{
int rc;
TRACE("worker %p, fence %p, value %s.\n", worker, fence, debugstr_uint64(value));
if ((rc = pthread_mutex_lock(&worker->mutex)))
{
ERR("Failed to lock mutex, error %d.\n", rc);
return E_FAIL;
}
if (!vkd3d_array_reserve((void **)&worker->vk_fences, &worker->vk_fences_size,
worker->fence_count + 1, sizeof(*worker->vk_fences)))
{
ERR("Failed to add GPU fence.\n");
pthread_mutex_unlock(&worker->mutex);
return E_OUTOFMEMORY;
}
if (!vkd3d_array_reserve((void **)&worker->fences, &worker->fences_size,
worker->fence_count + 1, sizeof(*worker->fences)))
{
ERR("Failed to add GPU fence.\n");
pthread_mutex_unlock(&worker->mutex);
return E_OUTOFMEMORY;
}
worker->vk_fences[worker->fence_count] = vk_fence;
worker->fences[worker->fence_count].fence = fence;
worker->fences[worker->fence_count].value = value;
++worker->fence_count;
pthread_cond_signal(&worker->cond);
pthread_mutex_unlock(&worker->mutex);
return S_OK;
}
static void vkd3d_wait_for_gpu_fences(struct vkd3d_fence_worker *worker)
{
struct d3d12_device *device = worker->device;
@ -1855,9 +1894,50 @@ static void STDMETHODCALLTYPE d3d12_command_queue_EndEvent(ID3D12CommandQueue *i
static HRESULT STDMETHODCALLTYPE d3d12_command_queue_Signal(ID3D12CommandQueue *iface,
ID3D12Fence *fence, UINT64 value)
{
FIXME("iface %p, fence %p, value %s stub!\n", iface, fence, debugstr_uint64(value));
struct d3d12_command_queue *command_queue = impl_from_ID3D12CommandQueue(iface);
const struct vkd3d_vk_device_procs *vk_procs;
VkFenceCreateInfo fence_info;
struct d3d12_device *device;
VkFence vk_fence;
VkResult vr;
return E_NOTIMPL;
TRACE("iface %p, fence %p, value %s.\n", iface, fence, debugstr_uint64(value));
device = command_queue->device;
vk_procs = &device->vk_procs;
fence_info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
fence_info.pNext = NULL;
fence_info.flags = 0;
/* XXX: It may be a good idea to re-use Vulkan fences. */
if ((vr = VK_CALL(vkCreateFence(device->vk_device, &fence_info, NULL, &vk_fence))) < 0)
{
WARN("Failed to create Vulkan fence, vr %d.\n", vr);
return hresult_from_vk_result(vr);
}
if ((vr = VK_CALL(vkQueueSubmit(command_queue->vk_queue, 0, NULL, vk_fence))) < 0)
{
WARN("Failed to submit fence, vr %d.\n", vr);
VK_CALL(vkDestroyFence(device->vk_device, vk_fence, NULL));
return hresult_from_vk_result(vr);
}
vr = VK_CALL(vkGetFenceStatus(device->vk_device, vk_fence));
if (vr == VK_SUCCESS)
{
VK_CALL(vkDestroyFence(device->vk_device, vk_fence, NULL));
return d3d12_fence_Signal(fence, value);
}
if (vr != VK_NOT_READY)
{
WARN("Failed to get fence status, vr %d.\n", vr);
VK_CALL(vkDestroyFence(device->vk_device, vk_fence, NULL));
return hresult_from_vk_result(vr);
}
return vkd3d_queue_gpu_fence(&device->fence_worker, vk_fence, fence, value);
}
static HRESULT STDMETHODCALLTYPE d3d12_command_queue_Wait(ID3D12CommandQueue *iface,