vulkan/overlay: Add a workaround semaphore for application presenting without one

When an application calls vkQueuePresent() on a different queue than
the one we run our drawing on and it doesn't give a semaphore to wait
on, let's insert our own semaphore so that we don't race the
application's drawing.

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/2540
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3893>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3893>
pull/109/head
Lionel Landwerlin 4 years ago committed by jackun
parent 32ae051434
commit 1fc94600e9
No known key found for this signature in database
GPG Key ID: 119DB3F1D05A9ED3

@ -128,6 +128,8 @@ struct queue_data {
struct overlay_draw {
VkCommandBuffer command_buffer;
VkSemaphore cross_engine_semaphore;
VkSemaphore semaphore;
VkFence fence;
@ -462,6 +464,8 @@ struct overlay_draw *get_overlay_draw(struct swapchain_data *data)
VK_CHECK(device_data->vtable.CreateSemaphore(device_data->device, &sem_info,
NULL, &draw->semaphore));
VK_CHECK(device_data->vtable.CreateSemaphore(device_data->device, &sem_info,
NULL, &draw->cross_engine_semaphore));
data->draws.push_back(draw);
@ -1593,20 +1597,49 @@ static struct overlay_draw *render_swapchain_display(struct swapchain_data *data
device_data->vtable.EndCommandBuffer(draw->command_buffer);
// wait in the fragment stage until the swapchain image is ready
std::vector<VkPipelineStageFlags> stages_wait(n_wait_semaphores, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
VkSubmitInfo submit_info = {};
submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submit_info.commandBufferCount = 1;
submit_info.pCommandBuffers = &draw->command_buffer;
submit_info.pWaitDstStageMask = stages_wait.data();
submit_info.waitSemaphoreCount = n_wait_semaphores;
submit_info.pWaitSemaphores = wait_semaphores;
submit_info.signalSemaphoreCount = 1;
submit_info.pSignalSemaphores = &draw->semaphore;
device_data->vtable.QueueSubmit(device_data->graphic_queue->queue, 1, &submit_info, draw->fence);
/* When presenting on a different queue than where we're drawing the
* overlay *AND* when the application does not provide a semaphore to
* vkQueuePresent, insert our own cross engine synchronization
* semaphore.
*/
if (n_wait_semaphores == 0 && device_data->graphic_queue->queue != present_queue->queue) {
VkPipelineStageFlags stages_wait = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT;
VkSubmitInfo submit_info = {};
submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submit_info.commandBufferCount = 0;
submit_info.pWaitDstStageMask = &stages_wait;
submit_info.waitSemaphoreCount = 0;
submit_info.signalSemaphoreCount = 1;
submit_info.pSignalSemaphores = &draw->cross_engine_semaphore;
device_data->vtable.QueueSubmit(present_queue->queue, 1, &submit_info, VK_NULL_HANDLE);
submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submit_info.commandBufferCount = 1;
submit_info.pWaitDstStageMask = &stages_wait;
submit_info.pCommandBuffers = &draw->command_buffer;
submit_info.waitSemaphoreCount = 1;
submit_info.pWaitSemaphores = &draw->cross_engine_semaphore;
submit_info.signalSemaphoreCount = 1;
submit_info.pSignalSemaphores = &draw->semaphore;
device_data->vtable.QueueSubmit(device_data->graphic_queue->queue, 1, &submit_info, draw->fence);
} else {
// wait in the fragment stage until the swapchain image is ready
std::vector<VkPipelineStageFlags> stages_wait(n_wait_semaphores, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
VkSubmitInfo submit_info = {};
submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submit_info.commandBufferCount = 1;
submit_info.pCommandBuffers = &draw->command_buffer;
submit_info.pWaitDstStageMask = stages_wait.data();
submit_info.waitSemaphoreCount = n_wait_semaphores;
submit_info.pWaitSemaphores = wait_semaphores;
submit_info.signalSemaphoreCount = 1;
submit_info.pSignalSemaphores = &draw->semaphore;
device_data->vtable.QueueSubmit(device_data->graphic_queue->queue, 1, &submit_info, draw->fence);
}
return draw;
}
@ -2021,6 +2054,7 @@ static void shutdown_swapchain_data(struct swapchain_data *data)
struct device_data *device_data = data->device;
for (auto draw : data->draws) {
device_data->vtable.DestroySemaphore(device_data->device, draw->cross_engine_semaphore, NULL);
device_data->vtable.DestroySemaphore(device_data->device, draw->semaphore, NULL);
device_data->vtable.DestroyFence(device_data->device, draw->fence, NULL);
device_data->vtable.DestroyBuffer(device_data->device, draw->vertex_buffer, NULL);

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