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dzn: Use the vk_sync_binary abstraction
D3D12 fences are capable of handling binary operations, but the
current dzn_sync implementation doesn't match vk_sync expectations
when sync objects are used to back semaphores. In that case, the wait
operation is supposed to set the sync object back to an unsignaled
state after the wait succeeded, but there's no way of knowing what
the sync object is used for, and this implicit-reset behavior is not
expected on fence objects, which also use the sync primitive.
That means we currently have a semaphore implementation that works
only once, and, as soon as the semaphore object has been signaled it
stays in a signaled state until it's destroyed.
We could extend the sync framework to pass an
implicit-reset-after-wait flag, but, given no one else seems to
need that, it's probably simpler to drop the binary sync
capability and rely on the binary-on-top-of-timeline emulation provided
by the core.
Fixes: a012b21964 ("microsoft: Initial vulkan-on-12 driver")
Reviewed-by: Jason Ekstrand <jason.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16629>
This commit is contained in:
parent
23be0aad9c
commit
1eaba553e2
3 changed files with 8 additions and 5 deletions
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@ -193,6 +193,8 @@ dzn_instance_create(const VkInstanceCreateInfo *pCreateInfo,
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if (instance->debug_flags & DZN_DEBUG_GBV)
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d3d12_enable_gpu_validation();
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instance->sync_binary_type = vk_sync_binary_get_type(&dzn_sync_type);
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*out = dzn_instance_to_handle(instance);
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return VK_SUCCESS;
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}
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@ -266,6 +268,7 @@ dzn_physical_device_create(struct dzn_instance *instance,
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uint32_t num_sync_types = 0;
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pdev->sync_types[num_sync_types++] = &dzn_sync_type;
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pdev->sync_types[num_sync_types++] = &instance->sync_binary_type.sync;
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pdev->sync_types[num_sync_types++] = &vk_sync_dummy_type;
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pdev->sync_types[num_sync_types] = NULL;
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assert(num_sync_types <= MAX_SYNC_TYPES);
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@ -34,6 +34,7 @@
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#include "vk_physical_device.h"
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#include "vk_render_pass.h"
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#include "vk_sync.h"
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#include "vk_sync_binary.h"
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#include "vk_queue.h"
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#include "vk_shader_module.h"
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#include "wsi_common.h"
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@ -158,7 +159,7 @@ const struct dzn_meta_blit *
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dzn_meta_blits_get_context(struct dzn_device *device,
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const struct dzn_meta_blit_key *key);
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#define MAX_SYNC_TYPES 2
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#define MAX_SYNC_TYPES 3
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#define MAX_QUEUE_FAMILIES 3
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struct dzn_physical_device {
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@ -931,6 +932,8 @@ struct dzn_instance {
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bool physical_devices_enumerated;
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uint32_t debug_flags;
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struct vk_sync_binary_type sync_binary_type;
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struct list_head physical_devices;
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};
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@ -190,12 +190,9 @@ dzn_sync_wait(struct vk_device *device,
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const struct vk_sync_type dzn_sync_type = {
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.size = sizeof(struct dzn_sync),
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.features = (enum vk_sync_features)
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(VK_SYNC_FEATURE_BINARY |
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VK_SYNC_FEATURE_TIMELINE |
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(VK_SYNC_FEATURE_TIMELINE |
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VK_SYNC_FEATURE_GPU_WAIT |
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VK_SYNC_FEATURE_GPU_MULTI_WAIT |
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VK_SYNC_FEATURE_CPU_WAIT |
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VK_SYNC_FEATURE_CPU_RESET |
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VK_SYNC_FEATURE_CPU_SIGNAL |
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VK_SYNC_FEATURE_WAIT_ANY |
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VK_SYNC_FEATURE_WAIT_BEFORE_SIGNAL),
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