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 does quite a lot in one go, simply because C and C++ are too
different to cleanly move from one language to another. But hopefully
this won't create too many rebase-issues.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15816>
2022-04-19 15:39:48 +00:00
Renamed from src/microsoft/vulkan/dzn_sync.cpp (Browse further)