// Copyright 2016 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include #include #include #include #include #include #include #include #include #include "Common/BlockingLoop.h" #include "Common/Flag.h" #include "Common/Semaphore.h" #include "VideoBackends/Vulkan/Constants.h" namespace Vulkan { class CommandBufferManager { public: explicit CommandBufferManager(bool use_threaded_submission); ~CommandBufferManager(); bool Initialize(); // These command buffers are allocated per-frame. They are valid until the command buffer // is submitted, after that you should call these functions again. VkCommandBuffer GetCurrentInitCommandBuffer() { m_frame_resources[m_current_frame].init_command_buffer_used = true; return m_frame_resources[m_current_frame].command_buffers[0]; } VkCommandBuffer GetCurrentCommandBuffer() const { return m_frame_resources[m_current_frame].command_buffers[1]; } VkDescriptorPool GetCurrentDescriptorPool() const { return m_frame_resources[m_current_frame].descriptor_pool; } // Allocates a descriptors set from the pool reserved for the current frame. VkDescriptorSet AllocateDescriptorSet(VkDescriptorSetLayout set_layout); // Fence "counters" are used to track which commands have been completed by the GPU. // If the last completed fence counter is greater or equal to N, it means that the work // associated counter N has been completed by the GPU. The value of N to associate with // commands can be retreived by calling GetCurrentFenceCounter(). u64 GetCompletedFenceCounter() const { return m_completed_fence_counter; } // Gets the fence that will be signaled when the currently executing command buffer is // queued and executed. Do not wait for this fence before the buffer is executed. u64 GetCurrentFenceCounter() const { return m_frame_resources[m_current_frame].fence_counter; } // Returns the semaphore for the current command buffer, which can be used to ensure the // swap chain image is ready before the command buffer executes. VkSemaphore GetCurrentCommandBufferSemaphore() { m_frame_resources[m_current_frame].semaphore_used = true; return m_frame_resources[m_current_frame].semaphore; } // Ensure that the worker thread has submitted any previous command buffers and is idle. void WaitForWorkerThreadIdle(); // Wait for a fence to be completed. // Also invokes callbacks for completion. void WaitForFenceCounter(u64 fence_counter); void SubmitCommandBuffer(bool submit_on_worker_thread, bool wait_for_completion, VkSwapchainKHR present_swap_chain = VK_NULL_HANDLE, uint32_t present_image_index = 0xFFFFFFFF); // Was the last present submitted to the queue a failure? If so, we must recreate our swapchain. bool CheckLastPresentFail() { return m_present_failed_flag.TestAndClear(); } // Schedule a vulkan resource for destruction later on. This will occur when the command buffer // is next re-used, and the GPU has finished working with the specified resource. void DeferBufferDestruction(VkBuffer object); void DeferBufferViewDestruction(VkBufferView object); void DeferDeviceMemoryDestruction(VkDeviceMemory object); void DeferFramebufferDestruction(VkFramebuffer object); void DeferImageDestruction(VkImage object); void DeferImageViewDestruction(VkImageView object); private: bool CreateCommandBuffers(); void DestroyCommandBuffers(); bool CreateSubmitThread(); void WaitForCommandBufferCompletion(u32 command_buffer_index); void SubmitCommandBuffer(u32 command_buffer_index, VkSwapchainKHR present_swap_chain, u32 present_image_index); void BeginCommandBuffer(); struct FrameResources { // [0] - Init (upload) command buffer, [1] - draw command buffer VkCommandPool command_pool = VK_NULL_HANDLE; std::array command_buffers = {}; VkDescriptorPool descriptor_pool = VK_NULL_HANDLE; VkFence fence = VK_NULL_HANDLE; VkSemaphore semaphore = VK_NULL_HANDLE; u64 fence_counter = 0; bool init_command_buffer_used = false; bool semaphore_used = false; std::vector> cleanup_resources; }; u64 m_next_fence_counter = 1; u64 m_completed_fence_counter = 0; std::array m_frame_resources; u32 m_current_frame; // Threaded command buffer execution // Semaphore determines when a command buffer can be queued Common::Semaphore m_submit_semaphore; std::thread m_submit_thread; std::unique_ptr m_submit_loop; struct PendingCommandBufferSubmit { VkSwapchainKHR present_swap_chain; u32 present_image_index; u32 command_buffer_index; }; VkSemaphore m_present_semaphore = VK_NULL_HANDLE; std::deque m_pending_submits; std::mutex m_pending_submit_lock; Common::Flag m_present_failed_flag; bool m_use_threaded_submission = false; }; extern std::unique_ptr g_command_buffer_mgr; } // namespace Vulkan