[PATCH vkd3d v2 2/4] vkd3d: Create one fence worker thread per command queue.

Conor McCarthy cmccarthy at codeweavers.com
Fri Apr 29 08:21:08 CDT 2022


Simplifies the handling of GPU waits, and in vkd3d-proton is reported
to increase performance when support for multiple Vulkan queues is
enabled, because it avoids the problem of fences being signaled while
they sit in the pending buffer waiting to be moved to the wait buffer.

Based on a vkd3d-proton patch by Philip Rebohle.

Signed-off-by: Conor McCarthy <cmccarthy at codeweavers.com>
---
v2: Do not replace device->use_timeline_semaphores
---
 libs/vkd3d/command.c       | 274 ++++++++++++-------------------------
 libs/vkd3d/device.c        |   8 +-
 libs/vkd3d/vkd3d_private.h |  29 ++--
 3 files changed, 96 insertions(+), 215 deletions(-)

diff --git a/libs/vkd3d/command.c b/libs/vkd3d/command.c
index 7a373b34..7690760c 100644
--- a/libs/vkd3d/command.c
+++ b/libs/vkd3d/command.c
@@ -280,22 +280,19 @@ static HRESULT vkd3d_enqueue_gpu_fence(struct vkd3d_fence_worker *worker,
         return hresult_from_errno(rc);
     }
 
-    if (!vkd3d_array_reserve((void **)&worker->enqueued_fences, &worker->enqueued_fences_size,
-            worker->enqueued_fence_count + 1, sizeof(*worker->enqueued_fences)))
+    if (!vkd3d_array_reserve((void **)&worker->fences, &worker->fences_size,
+            worker->fence_count + 1, sizeof(*worker->fences)))
     {
         ERR("Failed to add GPU fence.\n");
         vkd3d_mutex_unlock(&worker->mutex);
         return E_OUTOFMEMORY;
     }
 
-    worker->enqueued_fences[worker->enqueued_fence_count].vk_fence = vk_fence;
-    worker->enqueued_fences[worker->enqueued_fence_count].vk_semaphore = VK_NULL_HANDLE;
-    waiting_fence = &worker->enqueued_fences[worker->enqueued_fence_count].waiting_fence;
+    waiting_fence = &worker->fences[worker->fence_count++];
     waiting_fence->fence = fence;
     waiting_fence->value = value;
-    waiting_fence->queue = queue;
+    waiting_fence->u.vk_fence = vk_fence;
     waiting_fence->queue_sequence_number = queue_sequence_number;
-    ++worker->enqueued_fence_count;
 
     d3d12_fence_incref(fence);
 
@@ -305,219 +302,124 @@ static HRESULT vkd3d_enqueue_gpu_fence(struct vkd3d_fence_worker *worker,
     return S_OK;
 }
 
-static void vkd3d_fence_worker_move_enqueued_fences_locked(struct vkd3d_fence_worker *worker)
-{
-    unsigned int i;
-    bool timeline;
-    size_t count;
-    bool ret;
-
-    if (!worker->enqueued_fence_count)
-        return;
-
-    count = worker->fence_count + worker->enqueued_fence_count;
-
-    if ((timeline = worker->device->use_timeline_semaphores))
-    {
-        ret = vkd3d_array_reserve((void **) &worker->vk_semaphores, &worker->vk_semaphores_size,
-                count, sizeof(*worker->vk_semaphores));
-        ret &= vkd3d_array_reserve((void **) &worker->semaphore_wait_values, &worker->semaphore_wait_values_size,
-                count, sizeof(*worker->semaphore_wait_values));
-    }
-    else
-    {
-        ret = vkd3d_array_reserve((void **)&worker->vk_fences, &worker->vk_fences_size,
-                count, sizeof(*worker->vk_fences));
-    }
-    ret &= vkd3d_array_reserve((void **)&worker->fences, &worker->fences_size,
-            count, sizeof(*worker->fences));
-    if (!ret)
-    {
-        ERR("Failed to reserve memory.\n");
-        return;
-    }
-
-    for (i = 0; i < worker->enqueued_fence_count; ++i)
-    {
-        struct vkd3d_enqueued_fence *current = &worker->enqueued_fences[i];
-
-        if (timeline)
-        {
-            worker->vk_semaphores[worker->fence_count] = current->vk_semaphore;
-            worker->semaphore_wait_values[worker->fence_count] = current->waiting_fence.value;
-        }
-        else
-        {
-            worker->vk_fences[worker->fence_count] = current->vk_fence;
-        }
-
-        worker->fences[worker->fence_count] = current->waiting_fence;
-        ++worker->fence_count;
-    }
-    assert(worker->fence_count == count);
-    worker->enqueued_fence_count = 0;
-}
-
-static void vkd3d_wait_for_gpu_timeline_semaphores(struct vkd3d_fence_worker *worker)
+static void vkd3d_wait_for_gpu_timeline_semaphore(struct vkd3d_fence_worker *worker,
+        const struct vkd3d_waiting_fence *waiting_fence)
 {
     const struct d3d12_device *device = worker->device;
     const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
     VkSemaphoreWaitInfoKHR wait_info;
-    VkSemaphore vk_semaphore;
     uint64_t counter_value;
-    unsigned int i, j;
+    VkResult vr;
     HRESULT hr;
-    int vr;
-
-    if (!worker->fence_count)
-        return;
 
     wait_info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_WAIT_INFO_KHR;
     wait_info.pNext = NULL;
-    wait_info.flags = VK_SEMAPHORE_WAIT_ANY_BIT_KHR;
-    wait_info.pSemaphores = worker->vk_semaphores;
-    wait_info.semaphoreCount = worker->fence_count;
-    wait_info.pValues = worker->semaphore_wait_values;
+    wait_info.flags = 0;
+    wait_info.semaphoreCount = 1;
+    wait_info.pSemaphores = &waiting_fence->u.vk_semaphore;
+    wait_info.pValues = &waiting_fence->value;
 
     vr = VK_CALL(vkWaitSemaphoresKHR(device->vk_device, &wait_info, ~(uint64_t)0));
     if (vr == VK_TIMEOUT)
         return;
     if (vr != VK_SUCCESS)
     {
-        ERR("Failed to wait for Vulkan timeline semaphores, vr %d.\n", vr);
+        ERR("Failed to wait for Vulkan timeline semaphore, vr %d.\n", vr);
         return;
     }
 
-    for (i = 0, j = 0; i < worker->fence_count; ++i)
+    if ((vr = VK_CALL(vkGetSemaphoreCounterValueKHR(device->vk_device, waiting_fence->u.vk_semaphore,
+            &counter_value))) < 0)
     {
-        struct vkd3d_waiting_fence *current = &worker->fences[i];
-
-        vk_semaphore = worker->vk_semaphores[i];
-        if ((vr = VK_CALL(vkGetSemaphoreCounterValueKHR(device->vk_device, vk_semaphore, &counter_value))) < 0)
-        {
-            ERR("Failed to get Vulkan semaphore value, vr %d.\n", vr);
-        }
-        else if (counter_value >= current->value)
-        {
-            TRACE("Signaling fence %p value %#"PRIx64".\n", current->fence, current->value);
-            if (FAILED(hr = d3d12_fence_signal(current->fence, counter_value, VK_NULL_HANDLE)))
-                ERR("Failed to signal D3D12 fence, hr %#x.\n", hr);
-
-            d3d12_fence_decref(current->fence);
-            continue;
-        }
+        ERR("Failed to get Vulkan semaphore value, vr %d.\n", vr);
+    }
+    else
+    {
+        TRACE("Signaling fence %p value %#"PRIx64".\n", waiting_fence->fence, waiting_fence->value);
+        if (FAILED(hr = d3d12_fence_signal(waiting_fence->fence, counter_value, VK_NULL_HANDLE)))
+            ERR("Failed to signal D3D12 fence, hr %#x.\n", hr);
 
-        if (i != j)
-        {
-            worker->vk_semaphores[j] = worker->vk_semaphores[i];
-            worker->semaphore_wait_values[j] = worker->semaphore_wait_values[i];
-            worker->fences[j] = worker->fences[i];
-        }
-        ++j;
+        d3d12_fence_decref(waiting_fence->fence);
     }
-    worker->fence_count = j;
 }
 
-static void vkd3d_wait_for_gpu_fences(struct vkd3d_fence_worker *worker)
+static void vkd3d_wait_for_gpu_fence(struct vkd3d_fence_worker *worker,
+        const struct vkd3d_waiting_fence *waiting_fence)
 {
     struct d3d12_device *device = worker->device;
     const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
-    unsigned int i, j;
-    VkFence vk_fence;
     HRESULT hr;
     int vr;
 
-    if (!worker->fence_count)
-        return;
-
-    vr = VK_CALL(vkWaitForFences(device->vk_device,
-            worker->fence_count, worker->vk_fences, VK_FALSE, ~(uint64_t)0));
+    vr = VK_CALL(vkWaitForFences(device->vk_device, 1, &waiting_fence->u.vk_fence, VK_FALSE, ~(uint64_t)0));
     if (vr == VK_TIMEOUT)
         return;
     if (vr != VK_SUCCESS)
     {
-        ERR("Failed to wait for Vulkan fences, vr %d.\n", vr);
+        ERR("Failed to wait for Vulkan fence, vr %d.\n", vr);
         return;
     }
 
-    for (i = 0, j = 0; i < worker->fence_count; ++i)
-    {
-        vk_fence = worker->vk_fences[i];
-        if (!(vr = VK_CALL(vkGetFenceStatus(device->vk_device, vk_fence))))
-        {
-            struct vkd3d_waiting_fence *current = &worker->fences[i];
+    TRACE("Signaling fence %p value %#"PRIx64".\n", waiting_fence->fence, waiting_fence->value);
+    if (FAILED(hr = d3d12_fence_signal(waiting_fence->fence, waiting_fence->value, waiting_fence->u.vk_fence)))
+        ERR("Failed to signal D3D12 fence, hr %#x.\n", hr);
 
-            TRACE("Signaling fence %p value %#"PRIx64".\n", current->fence, current->value);
-            if (FAILED(hr = d3d12_fence_signal(current->fence, current->value, vk_fence)))
-                ERR("Failed to signal D3D12 fence, hr %#x.\n", hr);
+    d3d12_fence_decref(waiting_fence->fence);
 
-            d3d12_fence_decref(current->fence);
-
-            vkd3d_queue_update_sequence_number(current->queue, current->queue_sequence_number, device);
-            continue;
-        }
-
-        if (vr != VK_NOT_READY)
-            ERR("Failed to get Vulkan fence status, vr %d.\n", vr);
-
-        if (i != j)
-        {
-            worker->vk_fences[j] = worker->vk_fences[i];
-            worker->fences[j] = worker->fences[i];
-        }
-        ++j;
-    }
-    worker->fence_count = j;
+    vkd3d_queue_update_sequence_number(worker->queue, waiting_fence->queue_sequence_number, device);
 }
 
 static void *vkd3d_fence_worker_main(void *arg)
 {
+    size_t old_fences_size, cur_fences_size = 0, cur_fence_count = 0;
+    struct vkd3d_waiting_fence *old_fences, *cur_fences = NULL;
     struct vkd3d_fence_worker *worker = arg;
+    unsigned int i;
     int rc;
 
     vkd3d_set_thread_name("vkd3d_fence");
 
     for (;;)
     {
-        worker->wait_for_gpu_fences(worker);
+        if ((rc = vkd3d_mutex_lock(&worker->mutex)))
+        {
+            ERR("Failed to lock mutex, error %d.\n", rc);
+            break;
+        }
 
-        if (!worker->fence_count || InterlockedAdd(&worker->enqueued_fence_count, 0))
+        if (!worker->fence_count && !worker->should_exit && (rc = vkd3d_cond_wait(&worker->cond, &worker->mutex)))
         {
-            if ((rc = vkd3d_mutex_lock(&worker->mutex)))
-            {
-                ERR("Failed to lock mutex, error %d.\n", rc);
-                break;
-            }
+            ERR("Failed to wait on condition variable, error %d.\n", rc);
+            vkd3d_mutex_unlock(&worker->mutex);
+            break;
+        }
 
-            if (worker->enqueued_fence_count)
-            {
-                vkd3d_fence_worker_move_enqueued_fences_locked(worker);
-            }
-            else
-            {
-                if (worker->should_exit)
-                {
-                    vkd3d_mutex_unlock(&worker->mutex);
-                    break;
-                }
+        if (worker->should_exit)
+            break;
 
-                if ((rc = vkd3d_cond_wait(&worker->cond, &worker->mutex)))
-                {
-                    ERR("Failed to wait on condition variable, error %d.\n", rc);
-                    vkd3d_mutex_unlock(&worker->mutex);
-                    break;
-                }
-            }
+        old_fences_size = cur_fences_size;
+        old_fences = cur_fences;
 
-            vkd3d_mutex_unlock(&worker->mutex);
-        }
+        cur_fence_count = worker->fence_count;
+        cur_fences_size = worker->fences_size;
+        cur_fences = worker->fences;
+
+        worker->fence_count = 0;
+        worker->fences_size = old_fences_size;
+        worker->fences = old_fences;
+
+        vkd3d_mutex_unlock(&worker->mutex);
+
+        for (i = 0; i < cur_fence_count; ++i)
+            worker->wait_for_gpu_fence(worker, &cur_fences[i]);
     }
 
+    vkd3d_free(cur_fences);
     return NULL;
 }
 
-HRESULT vkd3d_fence_worker_start(struct vkd3d_fence_worker *worker,
-        struct d3d12_device *device)
+static HRESULT vkd3d_fence_worker_start(struct vkd3d_fence_worker *worker,
+        struct vkd3d_queue *queue, struct d3d12_device *device)
 {
     HRESULT hr;
     int rc;
@@ -525,25 +427,15 @@ HRESULT vkd3d_fence_worker_start(struct vkd3d_fence_worker *worker,
     TRACE("worker %p.\n", worker);
 
     worker->should_exit = false;
+    worker->queue = queue;
     worker->device = device;
 
-    worker->enqueued_fence_count = 0;
-    worker->enqueued_fences = NULL;
-    worker->enqueued_fences_size = 0;
-
     worker->fence_count = 0;
-
-    worker->vk_fences = NULL;
-    worker->vk_fences_size = 0;
     worker->fences = NULL;
     worker->fences_size = 0;
-    worker->vk_semaphores = NULL;
-    worker->vk_semaphores_size = 0;
-    worker->semaphore_wait_values = NULL;
-    worker->semaphore_wait_values_size = 0;
 
-    worker->wait_for_gpu_fences = device->use_timeline_semaphores
-            ? vkd3d_wait_for_gpu_timeline_semaphores : vkd3d_wait_for_gpu_fences;
+    worker->wait_for_gpu_fence = device->use_timeline_semaphores
+            ? vkd3d_wait_for_gpu_timeline_semaphore : vkd3d_wait_for_gpu_fence;
 
     if ((rc = vkd3d_mutex_init(&worker->mutex)))
     {
@@ -577,7 +469,7 @@ HRESULT vkd3d_fence_worker_start(struct vkd3d_fence_worker *worker,
     return hr;
 }
 
-HRESULT vkd3d_fence_worker_stop(struct vkd3d_fence_worker *worker,
+static HRESULT vkd3d_fence_worker_stop(struct vkd3d_fence_worker *worker,
         struct d3d12_device *device)
 {
     HRESULT hr;
@@ -603,11 +495,7 @@ HRESULT vkd3d_fence_worker_stop(struct vkd3d_fence_worker *worker,
     vkd3d_cond_destroy(&worker->cond);
     vkd3d_cond_destroy(&worker->fence_destruction_cond);
 
-    vkd3d_free(worker->enqueued_fences);
-    vkd3d_free(worker->vk_fences);
     vkd3d_free(worker->fences);
-    vkd3d_free(worker->vk_semaphores);
-    vkd3d_free(worker->semaphore_wait_values);
 
     return S_OK;
 }
@@ -6227,6 +6115,8 @@ static ULONG STDMETHODCALLTYPE d3d12_command_queue_Release(ID3D12CommandQueue *i
     {
         struct d3d12_device *device = command_queue->device;
 
+        vkd3d_fence_worker_stop(&command_queue->fence_worker, device);
+
         vkd3d_private_store_destroy(&command_queue->private_store);
 
         vkd3d_free(command_queue);
@@ -6455,20 +6345,18 @@ static HRESULT vkd3d_enqueue_timeline_semaphore(struct vkd3d_fence_worker *worke
         return hresult_from_errno(rc);
     }
 
-    if (!vkd3d_array_reserve((void **)&worker->enqueued_fences, &worker->enqueued_fences_size,
-            worker->enqueued_fence_count + 1, sizeof(*worker->enqueued_fences)))
+    if (!vkd3d_array_reserve((void **)&worker->fences, &worker->fences_size,
+            worker->fence_count + 1, sizeof(*worker->fences)))
     {
         ERR("Failed to add GPU timeline semaphore.\n");
         vkd3d_mutex_unlock(&worker->mutex);
         return E_OUTOFMEMORY;
     }
 
-    worker->enqueued_fences[worker->enqueued_fence_count].vk_semaphore = vk_semaphore;
-    waiting_fence = &worker->enqueued_fences[worker->enqueued_fence_count].waiting_fence;
+    waiting_fence = &worker->fences[worker->fence_count++];
     waiting_fence->fence = fence;
     waiting_fence->value = value;
-    waiting_fence->queue = queue;
-    ++worker->enqueued_fence_count;
+    waiting_fence->u.vk_semaphore = vk_semaphore;
 
     d3d12_fence_incref(fence);
 
@@ -6574,7 +6462,10 @@ static HRESULT STDMETHODCALLTYPE d3d12_command_queue_Signal(ID3D12CommandQueue *
     }
 
     if (device->use_timeline_semaphores)
-        return vkd3d_enqueue_timeline_semaphore(&device->fence_worker, vk_semaphore, fence, value, vkd3d_queue);
+    {
+        return vkd3d_enqueue_timeline_semaphore(&command_queue->fence_worker,
+                vk_semaphore, fence, value, vkd3d_queue);
+    }
 
     if (vk_semaphore && SUCCEEDED(hr = d3d12_fence_add_vk_semaphore(fence, vk_semaphore, vk_fence, value)))
         vk_semaphore = VK_NULL_HANDLE;
@@ -6582,8 +6473,11 @@ static HRESULT STDMETHODCALLTYPE d3d12_command_queue_Signal(ID3D12CommandQueue *
     vr = VK_CALL(vkGetFenceStatus(device->vk_device, vk_fence));
     if (vr == VK_NOT_READY)
     {
-        if (SUCCEEDED(hr = vkd3d_enqueue_gpu_fence(&device->fence_worker, vk_fence, fence, value, vkd3d_queue, sequence_number)))
+        if (SUCCEEDED(hr = vkd3d_enqueue_gpu_fence(&command_queue->fence_worker,
+                vk_fence, fence, value, vkd3d_queue, sequence_number)))
+        {
             vk_fence = VK_NULL_HANDLE;
+        }
     }
     else if (vr == VK_SUCCESS)
     {
@@ -6978,6 +6872,12 @@ static HRESULT d3d12_command_queue_init(struct d3d12_command_queue *queue,
     if (FAILED(hr = vkd3d_private_store_init(&queue->private_store)))
         return hr;
 
+    if (FAILED(hr = vkd3d_fence_worker_start(&queue->fence_worker, queue->vkd3d_queue, device)))
+    {
+        vkd3d_private_store_destroy(&queue->private_store);
+        return hr;
+    }
+
     d3d12_device_add_ref(queue->device = device);
 
     return S_OK;
diff --git a/libs/vkd3d/device.c b/libs/vkd3d/device.c
index 1522065f..5f8108ec 100644
--- a/libs/vkd3d/device.c
+++ b/libs/vkd3d/device.c
@@ -2711,7 +2711,6 @@ static ULONG STDMETHODCALLTYPE d3d12_device_Release(ID3D12Device *iface)
         vkd3d_gpu_va_allocator_cleanup(&device->gpu_va_allocator);
         vkd3d_gpu_descriptor_allocator_cleanup(&device->gpu_descriptor_allocator);
         vkd3d_render_pass_cache_cleanup(&device->render_pass_cache, device);
-        vkd3d_fence_worker_stop(&device->fence_worker, device);
         d3d12_device_destroy_pipeline_cache(device);
         d3d12_device_destroy_vkd3d_queues(device);
         for (i = 0; i < ARRAY_SIZE(device->desc_mutex); ++i)
@@ -4346,11 +4345,8 @@ static HRESULT d3d12_device_init(struct d3d12_device *device,
     if (FAILED(hr = vkd3d_private_store_init(&device->private_store)))
         goto out_free_pipeline_cache;
 
-    if (FAILED(hr = vkd3d_fence_worker_start(&device->fence_worker, device)))
-        goto out_free_private_store;
-
     if (FAILED(hr = vkd3d_init_format_info(device)))
-        goto out_stop_fence_worker;
+        goto out_free_private_store;
 
     if (FAILED(hr = vkd3d_init_null_resources(&device->null_resources, device)))
         goto out_cleanup_format_info;
@@ -4382,8 +4378,6 @@ out_destroy_null_resources:
     vkd3d_destroy_null_resources(&device->null_resources, device);
 out_cleanup_format_info:
     vkd3d_cleanup_format_info(device);
-out_stop_fence_worker:
-    vkd3d_fence_worker_stop(&device->fence_worker, device);
 out_free_private_store:
     vkd3d_private_store_destroy(&device->private_store);
 out_free_pipeline_cache:
diff --git a/libs/vkd3d/vkd3d_private.h b/libs/vkd3d/vkd3d_private.h
index a0163c8d..350382cd 100644
--- a/libs/vkd3d/vkd3d_private.h
+++ b/libs/vkd3d/vkd3d_private.h
@@ -335,7 +335,11 @@ struct vkd3d_waiting_fence
 {
     struct d3d12_fence *fence;
     uint64_t value;
-    struct vkd3d_queue *queue;
+    union
+    {
+        VkFence vk_fence;
+        VkSemaphore vk_semaphore;
+    } u;
     uint64_t queue_sequence_number;
 };
 
@@ -347,33 +351,16 @@ struct vkd3d_fence_worker
     struct vkd3d_cond fence_destruction_cond;
     bool should_exit;
 
-    LONG enqueued_fence_count;
-    struct vkd3d_enqueued_fence
-    {
-        VkFence vk_fence;
-        VkSemaphore vk_semaphore;
-        struct vkd3d_waiting_fence waiting_fence;
-    } *enqueued_fences;
-    size_t enqueued_fences_size;
-
     size_t fence_count;
-    VkFence *vk_fences;
-    size_t vk_fences_size;
     struct vkd3d_waiting_fence *fences;
     size_t fences_size;
-    VkSemaphore *vk_semaphores;
-    size_t vk_semaphores_size;
-    uint64_t *semaphore_wait_values;
-    size_t semaphore_wait_values_size;
 
-    void (*wait_for_gpu_fences)(struct vkd3d_fence_worker *worker);
+    void (*wait_for_gpu_fence)(struct vkd3d_fence_worker *worker, const struct vkd3d_waiting_fence *enqueued_fence);
 
+    struct vkd3d_queue *queue;
     struct d3d12_device *device;
 };
 
-HRESULT vkd3d_fence_worker_start(struct vkd3d_fence_worker *worker, struct d3d12_device *device);
-HRESULT vkd3d_fence_worker_stop(struct vkd3d_fence_worker *worker, struct d3d12_device *device);
-
 struct vkd3d_gpu_va_allocation
 {
     D3D12_GPU_VIRTUAL_ADDRESS base;
@@ -1338,6 +1325,7 @@ struct d3d12_command_queue
 
     struct vkd3d_queue *vkd3d_queue;
 
+    struct vkd3d_fence_worker fence_worker;
     const struct d3d12_fence *last_waited_fence;
     uint64_t last_waited_fence_value;
 
@@ -1440,7 +1428,6 @@ struct d3d12_device
 
     struct vkd3d_gpu_descriptor_allocator gpu_descriptor_allocator;
     struct vkd3d_gpu_va_allocator gpu_va_allocator;
-    struct vkd3d_fence_worker fence_worker;
 
     struct vkd3d_mutex mutex;
     struct vkd3d_mutex desc_mutex[8];
-- 
2.35.1




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