[Vulkan] Add VMA to Buffer Cache
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@ -16,6 +16,8 @@
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#include "xenia/gpu/gpu_flags.h"
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#include "xenia/gpu/vulkan/vulkan_gpu_flags.h"
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#include "third_party/vulkan/vk_mem_alloc.h"
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namespace xe {
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namespace gpu {
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namespace vulkan {
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@ -47,6 +49,15 @@ VkResult BufferCache::Initialize() {
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return status;
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}
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// Create a memory allocator for textures.
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VmaAllocatorCreateInfo alloc_info = {
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0, *device_, *device_, 0, 0, nullptr, nullptr,
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};
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status = vmaCreateAllocator(&alloc_info, &mem_allocator_);
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if (status != VK_SUCCESS) {
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return status;
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}
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// Descriptor pool used for all of our cached descriptors.
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// In the steady state we don't allocate anything, so these are all manually
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// managed.
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@ -150,28 +161,23 @@ VkResult BufferCache::Initialize() {
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}
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void BufferCache::Shutdown() {
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if (mem_allocator_) {
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vmaDestroyAllocator(mem_allocator_);
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mem_allocator_ = nullptr;
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}
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if (transient_descriptor_set_) {
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vkFreeDescriptorSets(*device_, descriptor_pool_, 1,
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&transient_descriptor_set_);
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transient_descriptor_set_ = nullptr;
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}
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if (descriptor_set_layout_) {
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vkDestroyDescriptorSetLayout(*device_, descriptor_set_layout_, nullptr);
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descriptor_set_layout_ = nullptr;
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}
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if (descriptor_pool_) {
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vkDestroyDescriptorPool(*device_, descriptor_pool_, nullptr);
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descriptor_pool_ = nullptr;
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}
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VK_SAFE_DESTROY(vkDestroyDescriptorSetLayout, *device_,
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descriptor_set_layout_, nullptr);
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VK_SAFE_DESTROY(vkDestroyDescriptorPool, *device_, descriptor_pool_, nullptr);
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transient_buffer_->Shutdown();
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if (gpu_memory_pool_) {
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vkFreeMemory(*device_, gpu_memory_pool_, nullptr);
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gpu_memory_pool_ = nullptr;
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}
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VK_SAFE_DESTROY(vkFreeMemory, *device_, gpu_memory_pool_, nullptr);
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}
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std::pair<VkDeviceSize, VkDeviceSize> BufferCache::UploadConstantRegisters(
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@ -18,6 +18,8 @@
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#include "xenia/ui/vulkan/vulkan.h"
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#include "xenia/ui/vulkan/vulkan_device.h"
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#include "third_party/vulkan/vk_mem_alloc.h"
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#include <map>
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namespace xe {
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@ -115,6 +117,7 @@ class BufferCache {
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ui::vulkan::VulkanDevice* device_ = nullptr;
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VkDeviceMemory gpu_memory_pool_ = nullptr;
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VmaAllocator mem_allocator_ = nullptr;
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// Staging ringbuffer we cycle through fast. Used for data we don't
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// plan on keeping past the current frame.
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