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authorAxel Davy <[email protected]>2016-02-25 19:07:37 +0100
committerAxel Davy <[email protected]>2016-02-29 18:55:58 +0100
commit44246fe99d4c880b70a58043624bf023237009f5 (patch)
tree17ae49fc91041afd018e1b193539646b88ae4242 /src/gallium/state_trackers/nine/buffer9.c
parent35c858c42c818d5bf5b4bfee03a342df52acface (diff)
st/nine: Fix Multithreading issue with MANAGED buffers
d3d calls are protected by mutexes, however if app is doing in two threads: Thread 1: buffer Lock Thread 2: Draw call Thread 1: writes data Thread 1: Unlock Then before this patch, the Draw call would begin to upload the buffer. Solves this by moving the moment we add the buffer to the queue of things to upload (We move it from Lock time to Unlock time). Cc: "11.2" <[email protected]> Signed-off-by: Axel Davy <[email protected]>
Diffstat (limited to 'src/gallium/state_trackers/nine/buffer9.c')
-rw-r--r--src/gallium/state_trackers/nine/buffer9.c8
1 files changed, 6 insertions, 2 deletions
diff --git a/src/gallium/state_trackers/nine/buffer9.c b/src/gallium/state_trackers/nine/buffer9.c
index 8efb4cefb1f..6d5d9d691f8 100644
--- a/src/gallium/state_trackers/nine/buffer9.c
+++ b/src/gallium/state_trackers/nine/buffer9.c
@@ -178,7 +178,6 @@ NineBuffer9_Lock( struct NineBuffer9 *This,
if (!(Flags & D3DLOCK_READONLY)) {
if (!This->managed.dirty) {
assert(LIST_IS_EMPTY(&This->managed.list));
- list_add(&This->managed.list, &This->base.base.device->update_buffers);
This->managed.dirty = TRUE;
This->managed.dirty_box = box;
} else {
@@ -232,8 +231,13 @@ NineBuffer9_Unlock( struct NineBuffer9 *This )
user_assert(This->nmaps > 0, D3DERR_INVALIDCALL);
if (This->base.pool != D3DPOOL_MANAGED)
This->pipe->transfer_unmap(This->pipe, This->maps[--(This->nmaps)]);
- else
+ else {
This->nmaps--;
+ /* TODO: Fix this to upload at the first draw call needing the data,
+ * instead of at the next draw call */
+ if (!This->nmaps && This->managed.dirty && LIST_IS_EMPTY(&This->managed.list))
+ list_add(&This->managed.list, &This->base.base.device->update_buffers);
+ }
return D3D_OK;
}