pcsx2/common/Vulkan/Context.h

340 lines
13 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2021 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "common/Pcsx2Defs.h"
#include "common/Vulkan/Loader.h"
#include "common/Vulkan/StreamBuffer.h"
#include <array>
#include <atomic>
#include <condition_variable>
#include <functional>
#include <map>
#include <memory>
#include <mutex>
#include <string>
#include <thread>
#include <vector>
struct WindowInfo;
namespace Vulkan
{
class SwapChain;
class Context
{
public:
enum : u32
{
NUM_COMMAND_BUFFERS = 3,
TEXTURE_BUFFER_SIZE = 64 * 1024 * 1024,
};
struct OptionalExtensions
{
bool vk_ext_provoking_vertex : 1;
bool vk_ext_memory_budget : 1;
};
~Context();
// Determines if the Vulkan validation layer is available on the system.
static bool CheckValidationLayerAvailablility();
// Helper method to create a Vulkan instance.
static VkInstance CreateVulkanInstance(
const WindowInfo* wi, bool enable_debug_utils, bool enable_validation_layer);
// Returns a list of Vulkan-compatible GPUs.
using GPUList = std::vector<VkPhysicalDevice>;
using GPUNameList = std::vector<std::string>;
static GPUList EnumerateGPUs(VkInstance instance);
static GPUNameList EnumerateGPUNames(VkInstance instance);
// Creates a new context and sets it up as global.
static bool Create(std::string_view gpu_name, const WindowInfo* wi, std::unique_ptr<SwapChain>* out_swap_chain,
bool threaded_presentation, bool enable_debug_utils, bool enable_validation_layer);
// Destroys context.
static void Destroy();
// Enable/disable debug message runtime.
bool EnableDebugUtils();
void DisableDebugUtils();
// Global state accessors
__fi VkInstance GetVulkanInstance() const { return m_instance; }
__fi VkPhysicalDevice GetPhysicalDevice() const { return m_physical_device; }
__fi VkDevice GetDevice() const { return m_device; }
__fi VmaAllocator GetAllocator() const { return m_allocator; }
__fi VkQueue GetGraphicsQueue() const { return m_graphics_queue; }
__fi u32 GetGraphicsQueueFamilyIndex() const { return m_graphics_queue_family_index; }
__fi VkQueue GetPresentQueue() const { return m_present_queue; }
__fi u32 GetPresentQueueFamilyIndex() const { return m_present_queue_family_index; }
__fi const VkQueueFamilyProperties& GetGraphicsQueueProperties() const { return m_graphics_queue_properties; }
__fi const VkPhysicalDeviceMemoryProperties& GetDeviceMemoryProperties() const
{
return m_device_memory_properties;
}
__fi const VkPhysicalDeviceProperties& GetDeviceProperties() const { return m_device_properties; }
__fi const VkPhysicalDeviceFeatures& GetDeviceFeatures() const { return m_device_features; }
__fi const VkPhysicalDeviceLimits& GetDeviceLimits() const { return m_device_properties.limits; }
__fi const OptionalExtensions& GetOptionalExtensions() const { return m_optional_extensions; }
// Helpers for getting constants
__fi VkDeviceSize GetUniformBufferAlignment() const
{
return m_device_properties.limits.minUniformBufferOffsetAlignment;
}
__fi VkDeviceSize GetTexelBufferAlignment() const
{
return m_device_properties.limits.minTexelBufferOffsetAlignment;
}
__fi VkDeviceSize GetStorageBufferAlignment() const
{
return m_device_properties.limits.minStorageBufferOffsetAlignment;
}
__fi VkDeviceSize GetBufferImageGranularity() const
{
return m_device_properties.limits.bufferImageGranularity;
}
__fi VkDeviceSize GetMaxImageDimension2D() const { return m_device_properties.limits.maxImageDimension2D; }
// Finds a memory type index for the specified memory properties and the bits returned by
// vkGetImageMemoryRequirements
bool GetMemoryType(u32 bits, VkMemoryPropertyFlags properties, u32* out_type_index);
u32 GetMemoryType(u32 bits, VkMemoryPropertyFlags properties);
// Finds a memory type for upload or readback buffers.
u32 GetUploadMemoryType(u32 bits, bool* is_coherent = nullptr);
u32 GetReadbackMemoryType(u32 bits, bool* is_coherent = nullptr, bool* is_cached = nullptr);
// Creates a simple render pass.
__ri VkRenderPass GetRenderPass(VkFormat color_format, VkFormat depth_format,
VkAttachmentLoadOp color_load_op = VK_ATTACHMENT_LOAD_OP_LOAD,
VkAttachmentStoreOp color_store_op = VK_ATTACHMENT_STORE_OP_STORE,
VkAttachmentLoadOp depth_load_op = VK_ATTACHMENT_LOAD_OP_LOAD,
VkAttachmentStoreOp depth_store_op = VK_ATTACHMENT_STORE_OP_STORE,
VkAttachmentLoadOp stencil_load_op = VK_ATTACHMENT_LOAD_OP_DONT_CARE,
VkAttachmentStoreOp stencil_store_op = VK_ATTACHMENT_STORE_OP_DONT_CARE, bool color_feedback_loop = false)
{
RenderPassCacheKey key = {};
key.color_format = color_format;
key.depth_format = depth_format;
key.color_load_op = color_load_op;
key.color_store_op = color_store_op;
key.depth_load_op = depth_load_op;
key.depth_store_op = depth_store_op;
key.stencil_load_op = stencil_load_op;
key.stencil_store_op = stencil_store_op;
key.color_feedback_loop = color_feedback_loop;
auto it = m_render_pass_cache.find(key.key);
if (it != m_render_pass_cache.end())
return it->second;
return CreateCachedRenderPass(key);
}
// These command buffers are allocated per-frame. They are valid until the command buffer
// is submitted, after that you should call these functions again.
__fi u32 GetCurrentCommandBufferIndex() const { return m_current_frame; }
__fi VkDescriptorPool GetGlobalDescriptorPool() const { return m_global_descriptor_pool; }
__fi VkCommandBuffer GetCurrentCommandBuffer() const { return m_current_command_buffer; }
__fi StreamBuffer& GetTextureUploadBuffer() { return m_texture_upload_buffer; }
__fi VkDescriptorPool GetCurrentDescriptorPool() const
{
return m_frame_resources[m_current_frame].descriptor_pool;
}
VkCommandBuffer GetCurrentInitCommandBuffer();
/// Allocates a descriptor set from the pool reserved for the current frame.
VkDescriptorSet AllocateDescriptorSet(VkDescriptorSetLayout set_layout);
/// Allocates a descriptor set from the pool reserved for the current frame.
VkDescriptorSet AllocatePersistentDescriptorSet(VkDescriptorSetLayout set_layout);
/// Frees a descriptor set allocated from the global pool.
void FreeGlobalDescriptorSet(VkDescriptorSet set);
// 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.
__fi VkFence GetCurrentCommandBufferFence() const { return m_frame_resources[m_current_frame].fence; }
// 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; }
void SubmitCommandBuffer(VkSemaphore wait_semaphore = VK_NULL_HANDLE,
VkSemaphore signal_semaphore = VK_NULL_HANDLE, VkSwapchainKHR present_swap_chain = VK_NULL_HANDLE,
uint32_t present_image_index = 0xFFFFFFFF, bool submit_on_thread = false);
void MoveToNextCommandBuffer();
void ExecuteCommandBuffer(bool wait_for_completion);
void WaitForPresentComplete();
// Was the last present submitted to the queue a failure? If so, we must recreate our swapchain.
bool CheckLastPresentFail();
// 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 DeferBufferDestruction(VkBuffer object, VmaAllocation allocation);
void DeferBufferViewDestruction(VkBufferView object);
void DeferDeviceMemoryDestruction(VkDeviceMemory object);
void DeferFramebufferDestruction(VkFramebuffer object);
void DeferImageDestruction(VkImage object);
void DeferImageDestruction(VkImage object, VmaAllocation allocation);
void DeferImageViewDestruction(VkImageView object);
void DeferPipelineDestruction(VkPipeline pipeline);
void DeferSamplerDestruction(VkSampler sampler);
// Wait for a fence to be completed.
// Also invokes callbacks for completion.
void WaitForFenceCounter(u64 fence_counter);
void WaitForGPUIdle();
private:
Context(VkInstance instance, VkPhysicalDevice physical_device);
union RenderPassCacheKey
{
struct
{
u32 color_format : 8;
u32 depth_format : 8;
u32 color_load_op : 2;
u32 color_store_op : 1;
u32 depth_load_op : 2;
u32 depth_store_op : 1;
u32 stencil_load_op : 2;
u32 stencil_store_op : 1;
u32 color_feedback_loop : 1;
};
u32 key;
};
using ExtensionList = std::vector<const char*>;
static bool SelectInstanceExtensions(
ExtensionList* extension_list, const WindowInfo* wi, bool enable_debug_utils);
bool SelectDeviceExtensions(ExtensionList* extension_list, bool enable_surface);
bool SelectDeviceFeatures(const VkPhysicalDeviceFeatures* required_features);
bool CreateDevice(VkSurfaceKHR surface, bool enable_validation_layer, const char** required_device_extensions,
u32 num_required_device_extensions, const char** required_device_layers, u32 num_required_device_layers,
const VkPhysicalDeviceFeatures* required_features);
void ProcessDeviceExtensions();
bool CreateAllocator();
void DestroyAllocator();
bool CreateCommandBuffers();
void DestroyCommandBuffers();
bool CreateGlobalDescriptorPool();
void DestroyGlobalDescriptorPool();
bool CreateTextureStreamBuffer();
VkRenderPass CreateCachedRenderPass(RenderPassCacheKey key);
void DestroyRenderPassCache();
void ActivateCommandBuffer(u32 index);
void WaitForCommandBufferCompletion(u32 index);
void DoSubmitCommandBuffer(u32 index, VkSemaphore wait_semaphore, VkSemaphore signal_semaphore);
void DoPresent(VkSemaphore wait_semaphore, VkSwapchainKHR present_swap_chain, uint32_t present_image_index);
void WaitForPresentComplete(std::unique_lock<std::mutex>& lock);
void PresentThread();
void StartPresentThread();
void StopPresentThread();
struct FrameResources
{
// [0] - Init (upload) command buffer, [1] - draw command buffer
VkCommandPool command_pool = VK_NULL_HANDLE;
std::array<VkCommandBuffer, 2> command_buffers{VK_NULL_HANDLE, VK_NULL_HANDLE};
VkDescriptorPool descriptor_pool = VK_NULL_HANDLE;
VkFence fence = VK_NULL_HANDLE;
u64 fence_counter = 0;
bool init_buffer_used = false;
bool needs_fence_wait = false;
std::vector<std::function<void()>> cleanup_resources;
};
VkInstance m_instance = VK_NULL_HANDLE;
VkPhysicalDevice m_physical_device = VK_NULL_HANDLE;
VkDevice m_device = VK_NULL_HANDLE;
VmaAllocator m_allocator = VK_NULL_HANDLE;
VkCommandBuffer m_current_command_buffer = VK_NULL_HANDLE;
VkDescriptorPool m_global_descriptor_pool = VK_NULL_HANDLE;
VkQueue m_graphics_queue = VK_NULL_HANDLE;
u32 m_graphics_queue_family_index = 0;
VkQueue m_present_queue = VK_NULL_HANDLE;
u32 m_present_queue_family_index = 0;
std::array<FrameResources, NUM_COMMAND_BUFFERS> m_frame_resources;
u64 m_next_fence_counter = 1;
u64 m_completed_fence_counter = 0;
u32 m_current_frame;
StreamBuffer m_texture_upload_buffer;
std::atomic_bool m_last_present_failed{false};
std::atomic_bool m_present_done{true};
std::mutex m_present_mutex;
std::condition_variable m_present_queued_cv;
std::condition_variable m_present_done_cv;
std::thread m_present_thread;
std::atomic_bool m_present_thread_done{false};
struct QueuedPresent
{
VkSemaphore wait_semaphore;
VkSemaphore signal_semaphore;
VkSwapchainKHR present_swap_chain;
u32 command_buffer_index;
u32 present_image_index;
};
QueuedPresent m_queued_present = {};
std::map<u32, VkRenderPass> m_render_pass_cache;
VkDebugUtilsMessengerEXT m_debug_messenger_callback = VK_NULL_HANDLE;
VkQueueFamilyProperties m_graphics_queue_properties = {};
VkPhysicalDeviceFeatures m_device_features = {};
VkPhysicalDeviceProperties m_device_properties = {};
VkPhysicalDeviceMemoryProperties m_device_memory_properties = {};
OptionalExtensions m_optional_extensions = {};
};
} // namespace Vulkan
extern std::unique_ptr<Vulkan::Context> g_vulkan_context;