157 lines
5.6 KiB
C++
157 lines
5.6 KiB
C++
// Copyright 2016 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include <cstddef>
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#include <deque>
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#include <functional>
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#include <map>
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#include <memory>
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#include <mutex>
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#include <thread>
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#include <utility>
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#include <vector>
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#include "Common/BlockingLoop.h"
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#include "Common/Flag.h"
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#include "Common/Semaphore.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoBackends/Vulkan/Constants.h"
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#include "VideoBackends/Vulkan/Util.h"
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namespace Vulkan
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{
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class CommandBufferManager
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{
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public:
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explicit CommandBufferManager(bool use_threaded_submission);
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~CommandBufferManager();
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bool Initialize();
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// These command buffers are allocated per-frame. They are valid until the command buffer
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// is submitted, after that you should call these functions again.
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VkCommandBuffer GetCurrentInitCommandBuffer()
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{
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m_frame_resources[m_current_frame].init_command_buffer_used = true;
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return m_frame_resources[m_current_frame].command_buffers[0];
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}
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VkCommandBuffer GetCurrentCommandBuffer() const
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{
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return m_frame_resources[m_current_frame].command_buffers[1];
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}
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VkDescriptorPool GetCurrentDescriptorPool() const
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{
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return m_frame_resources[m_current_frame].descriptor_pool;
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}
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// Allocates a descriptors set from the pool reserved for the current frame.
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VkDescriptorSet AllocateDescriptorSet(VkDescriptorSetLayout set_layout);
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// Gets the fence that will be signaled when the currently executing command buffer is
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// queued and executed. Do not wait for this fence before the buffer is executed.
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VkFence GetCurrentCommandBufferFence() const { return m_frame_resources[m_current_frame].fence; }
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// Ensure the worker thread has submitted the previous frame's command buffer.
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void PrepareToSubmitCommandBuffer();
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// Ensure that the worker thread has submitted any previous command buffers and is idle.
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void WaitForWorkerThreadIdle();
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// Ensure that the worker thread has both submitted all commands, and the GPU has caught up.
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// Use with caution, huge performance penalty.
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void WaitForGPUIdle();
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// Wait for a fence to be completed.
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// Also invokes callbacks for completion.
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void WaitForFence(VkFence fence);
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void SubmitCommandBuffer(bool submit_on_worker_thread,
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VkSemaphore wait_semaphore = VK_NULL_HANDLE,
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VkSemaphore signal_semaphore = VK_NULL_HANDLE,
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VkSwapchainKHR present_swap_chain = VK_NULL_HANDLE,
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uint32_t present_image_index = 0xFFFFFFFF);
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void ActivateCommandBuffer();
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void ExecuteCommandBuffer(bool submit_off_thread, bool wait_for_completion);
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// Was the last present submitted to the queue a failure? If so, we must recreate our swapchain.
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bool CheckLastPresentFail() { return m_present_failed_flag.TestAndClear(); }
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// Schedule a vulkan resource for destruction later on. This will occur when the command buffer
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// is next re-used, and the GPU has finished working with the specified resource.
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void DeferBufferDestruction(VkBuffer object);
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void DeferBufferViewDestruction(VkBufferView object);
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void DeferDeviceMemoryDestruction(VkDeviceMemory object);
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void DeferFramebufferDestruction(VkFramebuffer object);
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void DeferImageDestruction(VkImage object);
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void DeferImageViewDestruction(VkImageView object);
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// Instruct the manager to fire the specified callback when a fence is flagged to be signaled.
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// This happens when command buffers are executed, and can be tested if signaled, which means
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// that all commands up to the point when the callback was fired have completed.
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using CommandBufferQueuedCallback = std::function<void(VkCommandBuffer, VkFence)>;
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using CommandBufferExecutedCallback = std::function<void(VkFence)>;
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void AddFencePointCallback(const void* key, const CommandBufferQueuedCallback& queued_callback,
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const CommandBufferExecutedCallback& executed_callback);
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void RemoveFencePointCallback(const void* key);
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private:
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bool CreateCommandBuffers();
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void DestroyCommandBuffers();
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bool CreateSubmitThread();
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void SubmitCommandBuffer(size_t index, VkSemaphore wait_semaphore, VkSemaphore signal_semaphore,
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VkSwapchainKHR present_swap_chain, uint32_t present_image_index);
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void OnCommandBufferExecuted(size_t index);
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struct FrameResources
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{
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// [0] - Init (upload) command buffer, [1] - draw command buffer
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VkCommandPool command_pool;
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std::array<VkCommandBuffer, 2> command_buffers;
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VkDescriptorPool descriptor_pool;
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VkFence fence;
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bool init_command_buffer_used;
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bool needs_fence_wait;
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std::vector<std::function<void()>> cleanup_resources;
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};
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std::array<FrameResources, NUM_COMMAND_BUFFERS> m_frame_resources = {};
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size_t m_current_frame;
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// callbacks when a fence point is set
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std::map<const void*, std::pair<CommandBufferQueuedCallback, CommandBufferExecutedCallback>>
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m_fence_point_callbacks;
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// Threaded command buffer execution
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// Semaphore determines when a command buffer can be queued
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Common::Semaphore m_submit_semaphore;
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std::thread m_submit_thread;
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std::unique_ptr<Common::BlockingLoop> m_submit_loop;
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struct PendingCommandBufferSubmit
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{
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size_t index;
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VkSemaphore wait_semaphore;
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VkSemaphore signal_semaphore;
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VkSwapchainKHR present_swap_chain;
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uint32_t present_image_index;
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};
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std::deque<PendingCommandBufferSubmit> m_pending_submits;
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std::mutex m_pending_submit_lock;
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Common::Flag m_present_failed_flag;
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bool m_use_threaded_submission = false;
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};
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extern std::unique_ptr<CommandBufferManager> g_command_buffer_mgr;
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} // namespace Vulkan
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