176 lines
6.2 KiB
C++
176 lines
6.2 KiB
C++
// Copyright 2016 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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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/WorkQueueThread.h>
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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 "VideoBackends/Vulkan/Constants.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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CmdBufferResources& cmd_buffer_resources = GetCurrentCmdBufferResources();
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cmd_buffer_resources.init_command_buffer_used = true;
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return cmd_buffer_resources.command_buffers[0];
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}
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VkCommandBuffer GetCurrentCommandBuffer() const
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{
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const CmdBufferResources& cmd_buffer_resources = m_command_buffers[m_current_cmd_buffer];
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return cmd_buffer_resources.command_buffers[1];
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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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// Fence "counters" are used to track which commands have been completed by the GPU.
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// If the last completed fence counter is greater or equal to N, it means that the work
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// associated counter N has been completed by the GPU. The value of N to associate with
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// commands can be retreived by calling GetCurrentFenceCounter().
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u64 GetCompletedFenceCounter() const { return m_completed_fence_counter; }
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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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u64 GetCurrentFenceCounter() const
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{
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auto& resources = m_command_buffers[m_current_cmd_buffer];
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return resources.fence_counter;
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}
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// Returns the semaphore for the current command buffer, which can be used to ensure the
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// swap chain image is ready before the command buffer executes.
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// Once you've confirmed that the semaphore will be signalled this frame, call
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// `MarkCurrentCommandBufferSemaphoreUsed`.
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VkSemaphore GetCurrentCommandBufferSemaphore()
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{
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return m_command_buffers[m_current_cmd_buffer].semaphore;
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}
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// Marks the current command buffer's semaphore as used, so we'll wait on it in the next
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// command buffer submission.
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void MarkCurrentCommandBufferSemaphoreUsed()
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{
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m_command_buffers[m_current_cmd_buffer].semaphore_used = true;
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}
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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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// Wait for a fence to be completed.
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// Also invokes callbacks for completion.
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void WaitForFenceCounter(u64 fence_counter);
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void SubmitCommandBuffer(bool submit_on_worker_thread, bool wait_for_completion,
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bool advance_to_next_frame = false,
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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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// 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_last_present_failed.TestAndClear(); }
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VkResult GetLastPresentResult() const { return m_last_present_result; }
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bool CheckLastPresentDone() { return m_last_present_done.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 DeferBufferViewDestruction(VkBufferView object);
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void DeferBufferDestruction(VkBuffer buffer, VmaAllocation alloc);
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void DeferFramebufferDestruction(VkFramebuffer object);
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void DeferImageDestruction(VkImage object, VmaAllocation alloc);
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void DeferImageViewDestruction(VkImageView object);
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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 WaitForCommandBufferCompletion(u32 command_buffer_index);
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void SubmitCommandBuffer(u32 command_buffer_index, VkSwapchainKHR present_swap_chain,
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u32 present_image_index);
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void BeginCommandBuffer();
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VkDescriptorPool CreateDescriptorPool(u32 descriptor_sizes);
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const u32 DESCRIPTOR_SETS_PER_POOL = 1024;
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struct CmdBufferResources
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{
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// [0] - Init (upload) command buffer, [1] - draw command buffer
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VkCommandPool command_pool = VK_NULL_HANDLE;
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std::array<VkCommandBuffer, 2> command_buffers = {};
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VkFence fence = VK_NULL_HANDLE;
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VkSemaphore semaphore = VK_NULL_HANDLE;
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u64 fence_counter = 0;
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bool init_command_buffer_used = false;
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bool semaphore_used = false;
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std::atomic<bool> waiting_for_submit{false};
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u32 frame_index = 0;
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std::vector<std::function<void()>> cleanup_resources;
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};
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struct FrameResources
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{
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std::vector<VkDescriptorPool> descriptor_pools;
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u32 current_descriptor_pool_index = 0;
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};
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FrameResources& GetCurrentFrameResources() { return m_frame_resources[m_current_frame]; }
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CmdBufferResources& GetCurrentCmdBufferResources()
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{
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return m_command_buffers[m_current_cmd_buffer];
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}
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u64 m_next_fence_counter = 1;
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u64 m_completed_fence_counter = 0;
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std::array<FrameResources, NUM_FRAMES_IN_FLIGHT> m_frame_resources;
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std::array<CmdBufferResources, NUM_COMMAND_BUFFERS> m_command_buffers;
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u32 m_current_frame = 0;
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u32 m_current_cmd_buffer = 0;
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// Threaded command buffer execution
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struct PendingCommandBufferSubmit
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{
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VkSwapchainKHR present_swap_chain;
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u32 present_image_index;
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u32 command_buffer_index;
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};
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Common::WorkQueueThread<PendingCommandBufferSubmit> m_submit_thread;
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VkSemaphore m_present_semaphore = VK_NULL_HANDLE;
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Common::Flag m_last_present_failed;
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Common::Flag m_last_present_done;
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VkResult m_last_present_result = VK_SUCCESS;
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bool m_use_threaded_submission = false;
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u32 m_descriptor_set_count = DESCRIPTOR_SETS_PER_POOL;
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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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