[PATCH v2 7/7] wined3d: Try to allocate new Vulkan BOs from the client thread for DISCARD maps.

Henri Verbeet hverbeet at gmail.com
Thu Nov 4 07:31:11 CDT 2021


> +static void wined3d_buffer_vk_set_bo(struct wined3d_buffer *buffer,
> +        struct wined3d_context *context, struct wined3d_bo *bo)
> +{
> +    struct wined3d_bo_vk *prev_bo = (struct wined3d_bo_vk *)buffer->buffer_object;
> +    struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
> +    struct wined3d_buffer_vk *buffer_vk = wined3d_buffer_vk(buffer);
> +    struct wined3d_bo_vk *bo_vk = wined3d_bo_vk(bo);
> +
> +    /* We can't just copy the contents of bo_vk into buffer_vk->bo, because the
> +     * new BO might still be in use by the client thread. We could allow both to
> +     * be valid, although knowing when to destroy a BO then becomes tricky, and
> +     * ensuring it's not mapped more than once also becomes tricky. */
> +
Would it make sense then to either make "buffer_vk->bo" a pointer, or
get rid of it entirely? Right now, we're handling the initial bo
different from subsequent ones, and I'm not sure there's a good reason
to justify that.

Incidentally, now that we have an actual wined3d_bo structure, it
would probably make sense to change the type of "buffer_object" in
e.g. struct wined3d_buffer, struct wined3d_bo_address, etc. from
uintptr_t (and variants) to a wined3d_bo pointer. That's not a
prerequisite for this series, but would probably be a nice cleanup.

> @@ -3121,12 +3124,20 @@ static bool wined3d_cs_map_upload_bo(struct wined3d_device_context *context, str
>  {
>      /* Limit NOOVERWRITE maps to buffers for now; there are too many ways that
>       * a texture can be invalidated to even count. */
> -    if (wined3d_map_persistent() && resource->type == WINED3D_RTYPE_BUFFER && (flags & WINED3D_MAP_NOOVERWRITE))
> +    if (wined3d_map_persistent() && resource->type == WINED3D_RTYPE_BUFFER
> +            && (flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE)))
>      {
>          struct wined3d_client_resource *client = &resource->client;
> +        struct wined3d_device *device = context->device;
>          const struct wined3d_bo *bo;
>          uint8_t *map_ptr;
>
> +        if (flags & WINED3D_MAP_DISCARD)
> +        {
> +            if (!device->adapter->adapter_ops->adapter_alloc_bo(device, resource, sub_resource_idx, &client->addr))
> +                return NULL;
> +        }
> +
Returning NULL here works, but "false" would be more appropriate.



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