146 lines
5.1 KiB
C++
146 lines
5.1 KiB
C++
// Copyright 2016 Dolphin Emulator Project
|
|
// Licensed under GPLv2+
|
|
// Refer to the license.txt file included.
|
|
|
|
#pragma once
|
|
|
|
#include <array>
|
|
#include <cstddef>
|
|
#include <deque>
|
|
#include <functional>
|
|
#include <map>
|
|
#include <memory>
|
|
#include <mutex>
|
|
#include <thread>
|
|
#include <utility>
|
|
#include <vector>
|
|
|
|
#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<VkCommandBuffer, 2> 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<std::function<void()>> cleanup_resources;
|
|
};
|
|
|
|
u64 m_next_fence_counter = 1;
|
|
u64 m_completed_fence_counter = 0;
|
|
|
|
std::array<FrameResources, NUM_COMMAND_BUFFERS> 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<Common::BlockingLoop> 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<PendingCommandBufferSubmit> 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<CommandBufferManager> g_command_buffer_mgr;
|
|
|
|
} // namespace Vulkan
|