[PATCH 2/4] wined3d: Use the default queue index for resource fencing.
Jan Sikorski
jsikorski at codeweavers.com
Thu Feb 24 10:57:16 CST 2022
Hi,
> On 23 Feb 2022, at 17:01, Stefan Dösinger <stefan at codeweavers.com> wrote:
>
> - while (InterlockedCompareExchange(&resource->access_count, 0, 0))
> + /* A resource is considered busy between queueing a command that reads it and the execution of that
> + * command. We use the head and tail pointer of the default CS queue for tracking the access time.
> + * We can't track commands on the map queue this way. If a map command is handled asynchronously the
> + * resource fencing needs to be handled some other way.
> + *
> + * The queue head and tail will wrap around when the 32 bit ULONG is exhausted. We therefore need to
> + * handle a few cases:
> + *
> + * A...access_time in the resource
> + * H...queue write head
> + * T...queue read tail
> + *
> + * Case 1:
> + * |.....T------A-----H..........|
> + * The resource is busy because the access time is between head and tail. No wrap-around has happened.
> + *
> + * Case 2:
> + * |..A.....T---------H..........|
> + * The resource is idle, the last command using it has been executed.
> + *
> + * Case 3:
> + * |........T---------H.....A....|
> + * The resource is idle, the last command using it has been executed and the head and tail have since
> + * wrapped around.
> + *
> + * Case 4:
> + * |--A---H.................T----|
> + * Resource is busy, HEAD has wrapped around, tail not yet. Note that Head < Tail
> + *
> + * Case 5:
> + * |------H....A............T----|
> + * Resource is idle. Head has wrapped around, tail not yet.
> + *
> + * Case 6:
> + * A
> + * T
> + * |........H....................|
> + *
There’s a case 7, |--H.................T--A--|, which I don’t think is handled correctly (it goes to the case 5 path).
I think it could handled uniformly with a slightly simpler condition like greater_wrap(A,T) && greater_wrap(H,A) => busy, where greater_wrap(x, y) = (x - y) < UINT_MAX/2.
That assumes that head and tail are close together relative to the range size, but it seems reasonable to me.
> + * Queue is empty, resource therefore idle.
> + *
> + * It is possible that a resource has not been used for a long time and is idle, but the head and
> + * tail wrapped around in such a way that the previously set access time falls between head and tail.
> + * In this case we will incorrectly wait for the resource. Because we use the entire 32 bits of the
> + * counters and not just the bits needed to address the actual queue memory, this should happen rarely.
> + * If it turns out to be a problem we can switch to 64 bit counters or attempt to somehow mark the
> + * access time of resources invalid. CS packets are at least 4 byte aligned, so we could use the lower
> + * 2 bits in access_time for such a marker.
> + *
> + * Note that the access time is set before the command is submitted, so we have to wait until the
> + * tail is bigger than access_time, not equal. */
> + access_time = resource->access_time;
> + head = cs->queue[WINED3D_CS_QUEUE_DEFAULT].head;
> + while (1)
> + {
> + tail = *(volatile ULONG *)&cs->queue[WINED3D_CS_QUEUE_DEFAULT].tail;
> + if (head == tail) /* Case 6, queue empty. */
> + break;
> +
> + if (head > tail)
> + {
> + if (access_time >= head || access_time < tail) /* Case 2, 3. */
> + break;
> + }
> + else if (access_time > tail || access_time <= head) /* Case 5. */
> + {
> + break;
> + }
> + /* Case 1, 4 - busy, wait a little. */
> YieldProcessor();
> + }
> }
>
- Jan
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