pcsx2/common/Vulkan/StreamBuffer.cpp

324 lines
10 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/>.
*/
#include "common/Vulkan/StreamBuffer.h"
#include "common/Vulkan/Context.h"
#include "common/Vulkan/Util.h"
#include "common/Align.h"
#include "common/Assertions.h"
#include "common/Console.h"
namespace Vulkan
{
StreamBuffer::StreamBuffer() = default;
StreamBuffer::StreamBuffer(StreamBuffer&& move)
: m_size(move.m_size)
, m_current_offset(move.m_current_offset)
, m_current_space(move.m_current_space)
, m_current_gpu_position(move.m_current_gpu_position)
, m_allocation(move.m_allocation)
, m_buffer(move.m_buffer)
, m_host_pointer(move.m_host_pointer)
, m_tracked_fences(std::move(move.m_tracked_fences))
{
move.m_size = 0;
move.m_current_offset = 0;
move.m_current_space = 0;
move.m_current_gpu_position = 0;
move.m_allocation = VK_NULL_HANDLE;
move.m_buffer = VK_NULL_HANDLE;
move.m_host_pointer = nullptr;
}
StreamBuffer::~StreamBuffer()
{
if (IsValid())
Destroy(true);
}
StreamBuffer& StreamBuffer::operator=(StreamBuffer&& move)
{
if (IsValid())
Destroy(true);
std::swap(m_size, move.m_size);
std::swap(m_current_offset, move.m_current_offset);
std::swap(m_current_space, move.m_current_space);
std::swap(m_current_gpu_position, move.m_current_gpu_position);
std::swap(m_buffer, move.m_buffer);
std::swap(m_host_pointer, move.m_host_pointer);
std::swap(m_tracked_fences, move.m_tracked_fences);
return *this;
}
bool StreamBuffer::Create(VkBufferUsageFlags usage, u32 size)
{
const VkBufferCreateInfo bci = {VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO, nullptr, 0,
static_cast<VkDeviceSize>(size), usage, VK_SHARING_MODE_EXCLUSIVE, 0, nullptr};
VmaAllocationCreateInfo aci = {};
aci.flags = VMA_ALLOCATION_CREATE_MAPPED_BIT;
aci.usage = VMA_MEMORY_USAGE_CPU_TO_GPU;
aci.preferredFlags = VK_MEMORY_PROPERTY_HOST_COHERENT_BIT;
VmaAllocationInfo ai = {};
VkBuffer new_buffer = VK_NULL_HANDLE;
VmaAllocation new_allocation = VK_NULL_HANDLE;
VkResult res = vmaCreateBuffer(g_vulkan_context->GetAllocator(), &bci, &aci, &new_buffer, &new_allocation, &ai);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateBuffer failed: ");
return false;
}
if (IsValid())
Destroy(true);
// Replace with the new buffer
m_size = size;
m_current_offset = 0;
m_current_gpu_position = 0;
m_tracked_fences.clear();
m_allocation = new_allocation;
m_buffer = new_buffer;
m_host_pointer = static_cast<u8*>(ai.pMappedData);
return true;
}
void StreamBuffer::Destroy(bool defer)
{
if (m_buffer != VK_NULL_HANDLE)
{
if (defer)
g_vulkan_context->DeferBufferDestruction(m_buffer, m_allocation);
else
vmaDestroyBuffer(g_vulkan_context->GetAllocator(), m_buffer, m_allocation);
}
m_size = 0;
m_current_offset = 0;
m_current_gpu_position = 0;
m_tracked_fences.clear();
m_buffer = VK_NULL_HANDLE;
m_allocation = VK_NULL_HANDLE;
m_host_pointer = nullptr;
}
bool StreamBuffer::ReserveMemory(u32 num_bytes, u32 alignment)
{
const u32 required_bytes = num_bytes + alignment;
// Check for sane allocations
if (required_bytes > m_size)
{
Console.Error("Attempting to allocate %u bytes from a %u byte stream buffer", static_cast<u32>(num_bytes),
static_cast<u32>(m_size));
pxFailRel("Stream buffer overflow");
return false;
}
UpdateGPUPosition();
// Is the GPU behind or up to date with our current offset?
if (m_current_offset >= m_current_gpu_position)
{
const u32 remaining_bytes = m_size - m_current_offset;
if (required_bytes <= remaining_bytes)
{
// Place at the current position, after the GPU position.
m_current_offset = Common::AlignUp(m_current_offset, alignment);
m_current_space = m_size - m_current_offset;
return true;
}
// Check for space at the start of the buffer
// We use < here because we don't want to have the case of m_current_offset ==
// m_current_gpu_position. That would mean the code above would assume the
// GPU has caught up to us, which it hasn't.
if (required_bytes < m_current_gpu_position)
{
// Reset offset to zero, since we're allocating behind the gpu now
m_current_offset = 0;
m_current_space = m_current_gpu_position - 1;
return true;
}
}
// Is the GPU ahead of our current offset?
if (m_current_offset < m_current_gpu_position)
{
// We have from m_current_offset..m_current_gpu_position space to use.
const u32 remaining_bytes = m_current_gpu_position - m_current_offset;
if (required_bytes < remaining_bytes)
{
// Place at the current position, since this is still behind the GPU.
m_current_offset = Common::AlignUp(m_current_offset, alignment);
m_current_space = m_current_gpu_position - m_current_offset - 1;
return true;
}
}
// Can we find a fence to wait on that will give us enough memory?
if (WaitForClearSpace(required_bytes))
{
const u32 align_diff = Common::AlignUp(m_current_offset, alignment) - m_current_offset;
m_current_offset += align_diff;
m_current_space -= align_diff;
return true;
}
// We tried everything we could, and still couldn't get anything. This means that too much space
// in the buffer is being used by the command buffer currently being recorded. Therefore, the
// only option is to execute it, and wait until it's done.
return false;
}
void StreamBuffer::CommitMemory(u32 final_num_bytes)
{
pxAssert((m_current_offset + final_num_bytes) <= m_size);
pxAssert(final_num_bytes <= m_current_space);
// For non-coherent mappings, flush the memory range
vmaFlushAllocation(g_vulkan_context->GetAllocator(), m_allocation, m_current_offset, final_num_bytes);
m_current_offset += final_num_bytes;
m_current_space -= final_num_bytes;
UpdateCurrentFencePosition();
}
void StreamBuffer::UpdateCurrentFencePosition()
{
// Has the offset changed since the last fence?
const u64 counter = g_vulkan_context->GetCurrentFenceCounter();
if (!m_tracked_fences.empty() && m_tracked_fences.back().first == counter)
{
// Still haven't executed a command buffer, so just update the offset.
m_tracked_fences.back().second = m_current_offset;
return;
}
// New buffer, so update the GPU position while we're at it.
m_tracked_fences.emplace_back(counter, m_current_offset);
}
void StreamBuffer::UpdateGPUPosition()
{
auto start = m_tracked_fences.begin();
auto end = start;
const u64 completed_counter = g_vulkan_context->GetCompletedFenceCounter();
while (end != m_tracked_fences.end() && completed_counter >= end->first)
{
m_current_gpu_position = end->second;
++end;
}
if (start != end)
{
m_tracked_fences.erase(start, end);
if (m_current_offset == m_current_gpu_position)
{
// GPU is all caught up now.
m_current_offset = 0;
m_current_gpu_position = 0;
m_current_space = m_size;
}
}
}
bool StreamBuffer::WaitForClearSpace(u32 num_bytes)
{
u32 new_offset = 0;
u32 new_space = 0;
u32 new_gpu_position = 0;
auto iter = m_tracked_fences.begin();
for (; iter != m_tracked_fences.end(); ++iter)
{
// Would this fence bring us in line with the GPU?
// This is the "last resort" case, where a command buffer execution has been forced
// after no additional data has been written to it, so we can assume that after the
// fence has been signaled the entire buffer is now consumed.
u32 gpu_position = iter->second;
if (m_current_offset == gpu_position)
{
new_offset = 0;
new_space = m_size;
new_gpu_position = 0;
break;
}
// Assuming that we wait for this fence, are we allocating in front of the GPU?
if (m_current_offset > gpu_position)
{
// This would suggest the GPU has now followed us and wrapped around, so we have from
// m_current_position..m_size free, as well as and 0..gpu_position.
const u32 remaining_space_after_offset = m_size - m_current_offset;
if (remaining_space_after_offset >= num_bytes)
{
// Switch to allocating in front of the GPU, using the remainder of the buffer.
new_offset = m_current_offset;
new_space = m_size - m_current_offset;
new_gpu_position = gpu_position;
break;
}
// We can wrap around to the start, behind the GPU, if there is enough space.
// We use > here because otherwise we'd end up lining up with the GPU, and then the
// allocator would assume that the GPU has consumed what we just wrote.
if (gpu_position > num_bytes)
{
new_offset = 0;
new_space = gpu_position - 1;
new_gpu_position = gpu_position;
break;
}
}
else
{
// We're currently allocating behind the GPU. This would give us between the current
// offset and the GPU position worth of space to work with. Again, > because we can't
// align the GPU position with the buffer offset.
u32 available_space_inbetween = gpu_position - m_current_offset;
if (available_space_inbetween > num_bytes)
{
// Leave the offset as-is, but update the GPU position.
new_offset = m_current_offset;
new_space = available_space_inbetween - 1;
new_gpu_position = gpu_position;
break;
}
}
}
// Did any fences satisfy this condition?
// Has the command buffer been executed yet? If not, the caller should execute it.
if (iter == m_tracked_fences.end() || iter->first == g_vulkan_context->GetCurrentFenceCounter())
return false;
// Wait until this fence is signaled. This will fire the callback, updating the GPU position.
g_vulkan_context->WaitForFenceCounter(iter->first);
m_tracked_fences.erase(
m_tracked_fences.begin(), m_current_offset == iter->second ? m_tracked_fences.end() : ++iter);
m_current_offset = new_offset;
m_current_space = new_space;
m_current_gpu_position = new_gpu_position;
return true;
}
} // namespace Vulkan