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6 Commits

Author SHA1 Message Date
Joshua Ashton d2c7e0df29 vkd3d: Make enqueued_fence_count a uint32_t
Fixes atomic usage with it.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-24 11:39:24 +01:00
Joshua Ashton d2a35008d8 vkd3d: Add vkd3d_atomic_uint32_{dec, inc}rement helper
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-24 11:39:24 +01:00
Joshua Ashton 102c2df4a4 vkd3d: Rename vkd3d_uint32_atomic to vkd3d_atomic_uint32
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-24 11:39:18 +01:00
Joshua Ashton d238653aae vkd3d: Define our own memory orders
We shouldn't potentially override stuff in the std library and this allows us to map directly to __ATOMIC_* memory orders which is more correct.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-24 11:33:18 +01:00
Joshua Ashton 1ab4cab3f4 vkd3d: Use __atomic builtins instead of stdatomic
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-24 11:33:06 +01:00
Joshua Ashton a0d232c10c vkd3d: Implement sequential consistency on MSVC
Also optimize and reduce unnecessary barriers.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-24 11:33:03 +01:00
4 changed files with 87 additions and 33 deletions

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@ -27,50 +27,104 @@
typedef enum
{
memory_order_relaxed,
memory_order_acquire,
memory_order_release,
memory_order_acq_rel,
} memory_order;
vkd3d_memory_order_relaxed,
vkd3d_memory_order_consume,
vkd3d_memory_order_acquire,
vkd3d_memory_order_release,
vkd3d_memory_order_acq_rel,
vkd3d_memory_order_seq_cst,
} vkd3d_memory_order;
# define vkd3d_atomic_rw_barrier() _ReadWriteBarrier()
# define vkd3d_atomic_rw_barrier_acquire(order) { if (order == memory_order_acquire || order == memory_order_acq_rel) { vkd3d_atomic_rw_barrier(); } }
# define vkd3d_atomic_rw_barrier_release(order) { if (order == memory_order_release || order == memory_order_acq_rel) { vkd3d_atomic_rw_barrier(); } }
FORCEINLINE uint32_t vkd3d_uint32_atomic_load_explicit(uint32_t *target, memory_order order)
FORCEINLINE void vkd3d_atomic_load_barrier(vkd3d_memory_order order)
{
switch (order)
{
case vkd3d_memory_order_consume:
case vkd3d_memory_order_acquire:
case vkd3d_memory_order_seq_cst:
vkd3d_atomic_rw_barrier();
break;
case vkd3d_memory_order_relaxed:
default:
break;
}
}
// Redefinitions for invalid memory orders...
#define InterlockedExchangeRelease InterlockedExchange
#define vkd3d_atomic_choose_intrinsic(order, result, intrinsic, ...) \
switch (order) \
{ \
case vkd3d_memory_order_relaxed: result = intrinsic##NoFence (__VA_ARGS__); break; \
case vkd3d_memory_order_consume: \
case vkd3d_memory_order_acquire: result = intrinsic##Acquire (__VA_ARGS__); break; \
case vkd3d_memory_order_release: result = intrinsic##Release (__VA_ARGS__); break; \
case vkd3d_memory_order_acq_rel: \
case vkd3d_memory_order_seq_cst: result = intrinsic (__VA_ARGS__); break; \
}
FORCEINLINE uint32_t vkd3d_atomic_uint32_load_explicit(uint32_t *target, vkd3d_memory_order order)
{
uint32_t value = *((volatile uint32_t*)target);
vkd3d_atomic_rw_barrier_acquire(order);
vkd3d_atomic_load_barrier(order);
return value;
}
FORCEINLINE void vkd3d_uint32_atomic_store_explicit(uint32_t *target, uint32_t value, memory_order order)
FORCEINLINE void vkd3d_atomic_uint32_store_explicit(uint32_t *target, uint32_t value, vkd3d_memory_order order)
{
vkd3d_atomic_rw_barrier_release(order);
*((volatile uint32_t*)target) = value;
switch (order)
{
case vkd3d_memory_order_release: vkd3d_atomic_rw_barrier(); // fallthrough...
case vkd3d_memory_order_relaxed: *((volatile uint32_t*)target) = value; break;
default:
case vkd3d_memory_order_seq_cst:
(void) InterlockedExchange((LONG*) target, value);
}
}
FORCEINLINE uint32_t vkd3d_uint32_atomic_exchange_explicit(uint32_t *target, uint32_t value, memory_order order)
FORCEINLINE uint32_t vkd3d_atomic_uint32_exchange_explicit(uint32_t *target, uint32_t value, vkd3d_memory_order order)
{
vkd3d_atomic_rw_barrier_release(order);
uint32_t oldValue = InterlockedExchange((LONG*)target, value);
vkd3d_atomic_rw_barrier_acquire(order);
return oldValue;
uint32_t result;
vkd3d_atomic_choose_intrinsic(order, result, InterlockedExchange, (LONG*)target, value);
return result;
}
FORCEINLINE uint32_t vkd3d_atomic_uint32_increment(uint32_t *target, vkd3d_memory_order order)
{
uint32_t result;
vkd3d_atomic_choose_intrinsic(order, result, InterlockedIncrement, (LONG*)target);
return result;
}
FORCEINLINE uint32_t vkd3d_atomic_uint32_decrement(uint32_t *target, vkd3d_memory_order order)
{
uint32_t result;
vkd3d_atomic_choose_intrinsic(order, result, InterlockedDecrement, (LONG*)target);
return result;
}
#elif defined(__GNUC__) || defined(__clang__)
# include <stdatomic.h>
#define vkd3d_memory_order_relaxed __ATOMIC_RELAXED
#define vkd3d_memory_order_consume __ATOMIC_CONSUME
#define vkd3d_memory_order_acquire __ATOMIC_ACQUIRE
#define vkd3d_memory_order_release __ATOMIC_RELEASE
#define vkd3d_memory_order_acq_rel __ATOMIC_ACQ_REL
#define vkd3d_memory_order_seq_cst __ATOMIC_SEQ_CST
# define vkd3d_uint32_atomic_load_explicit(target, order) atomic_load_explicit(target, order)
# define vkd3d_uint32_atomic_store_explicit(target, value, order) atomic_store_explicit(target, value, order)
# define vkd3d_uint32_atomic_exchange_explicit(target, value, order) atomic_exchange_explicit(target, value, order)
# define vkd3d_atomic_uint32_load_explicit(target, order) __atomic_load_n(target, order)
# define vkd3d_atomic_uint32_store_explicit(target, value, order) __atomic_store_n(target, value, order)
# define vkd3d_atomic_uint32_exchange_explicit(target, value, order) __atomic_exchange_n(target, value, order)
# define vkd3d_atomic_uint32_increment(target, order) __atomic_add_fetch(target, 1, order)
# define vkd3d_atomic_uint32_decrement(target, order) __atomic_sub_fetch(target, 1, order)
# ifndef __MINGW32__
/* Unfortunately only fetch_add is in stdatomic
* so use the common GCC extensions for these. */
# define InterlockedIncrement(target) __atomic_add_fetch(target, 1, memory_order_seq_cst)
# define InterlockedDecrement(target) __atomic_sub_fetch(target, 1, memory_order_seq_cst)
# define InterlockedIncrement(target) vkd3d_atomic_uint32_increment(target, vkd3d_memory_order_seq_cst)
# define InterlockedDecrement(target) vkd3d_atomic_uint32_decrement(target, vkd3d_memory_order_seq_cst)
# endif
#else

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@ -29,10 +29,10 @@
#endif
#define vkd3d_spinlock_try_lock(lock) \
(!vkd3d_uint32_atomic_load_explicit(lock, memory_order_relaxed) && \
!vkd3d_uint32_atomic_exchange_explicit(lock, 1u, memory_order_acquire))
(!vkd3d_atomic_uint32_load_explicit(lock, vkd3d_memory_order_relaxed) && \
!vkd3d_atomic_uint32_exchange_explicit(lock, 1u, vkd3d_memory_order_acquire))
#define vkd3d_spinlock_unlock(lock) vkd3d_uint32_atomic_store_explicit(lock, 0u, memory_order_release)
#define vkd3d_spinlock_unlock(lock) vkd3d_atomic_uint32_store_explicit(lock, 0u, vkd3d_memory_order_release)
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
LONG count;
int rc;
if (!(count = vkd3d_uint32_atomic_load_explicit(&fence->pending_worker_operation_count, memory_order_acquire)))
if (!(count = vkd3d_atomic_uint32_load_explicit(&fence->pending_worker_operation_count, vkd3d_memory_order_acquire)))
return;
WARN("Waiting for %u pending fence operations (fence %p).\n", count, fence);
@ -188,7 +188,7 @@ static void vkd3d_fence_worker_remove_fence(struct vkd3d_fence_worker *worker, s
return;
}
while ((count = vkd3d_uint32_atomic_load_explicit(&fence->pending_worker_operation_count, memory_order_acquire)))
while ((count = vkd3d_atomic_uint32_load_explicit(&fence->pending_worker_operation_count, vkd3d_memory_order_acquire)))
{
TRACE("Still waiting for %u pending fence operations (fence %p).\n", count, fence);
@ -313,7 +313,7 @@ static void *vkd3d_fence_worker_main(void *arg)
{
vkd3d_wait_for_gpu_timeline_semaphores(worker);
if (!worker->fence_count || vkd3d_uint32_atomic_load_explicit(&worker->enqueued_fence_count, memory_order_acquire))
if (!worker->fence_count || vkd3d_atomic_uint32_load_explicit(&worker->enqueued_fence_count, vkd3d_memory_order_acquire))
{
if ((rc = pthread_mutex_lock(&worker->mutex)))
{
@ -1603,7 +1603,7 @@ static HRESULT STDMETHODCALLTYPE d3d12_command_allocator_Reset(ID3D12CommandAllo
TRACE("Resetting command list %p.\n", list);
}
if ((pending = vkd3d_uint32_atomic_load_explicit(&allocator->outstanding_submissions_count, memory_order_acquire)) != 0)
if ((pending = vkd3d_atomic_uint32_load_explicit(&allocator->outstanding_submissions_count, vkd3d_memory_order_acquire)) != 0)
{
/* HACK: There are currently command lists waiting to be submitted to the queue in the submission threads.
* Buggy application, but work around this by not resetting the command pool this time.

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@ -206,7 +206,7 @@ struct vkd3d_fence_worker
bool should_exit;
bool pending_fence_destruction;
size_t enqueued_fence_count;
uint32_t enqueued_fence_count;
struct vkd3d_enqueued_fence
{
VkSemaphore vk_semaphore;