Move most backend functionality to VideoCommon

This commit is contained in:
Stenzek
2019-02-15 11:59:50 +10:00
parent 933f3ba008
commit f039149198
182 changed files with 8334 additions and 15917 deletions

View File

@ -8,29 +8,24 @@
#include <cstdint>
#include <functional>
#include "Common/Align.h"
#include "Common/Assert.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/Vulkan/CommandBufferManager.h"
#include "VideoBackends/Vulkan/Util.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
namespace Vulkan
{
StreamBuffer::StreamBuffer(VkBufferUsageFlags usage, size_t max_size)
: m_usage(usage), m_maximum_size(max_size)
StreamBuffer::StreamBuffer(VkBufferUsageFlags usage, u32 size) : m_usage(usage), m_size(size)
{
// Add a callback that fires on fence point creation and signal
g_command_buffer_mgr->AddFencePointCallback(
this,
std::bind(&StreamBuffer::OnCommandBufferQueued, this, std::placeholders::_1,
std::placeholders::_2),
std::bind(&StreamBuffer::OnCommandBufferExecuted, this, std::placeholders::_1));
g_command_buffer_mgr->AddFenceSignaledCallback(
this, std::bind(&StreamBuffer::OnFenceSignaled, this, std::placeholders::_1));
}
StreamBuffer::~StreamBuffer()
{
g_command_buffer_mgr->RemoveFencePointCallback(this);
g_command_buffer_mgr->RemoveFenceSignaledCallback(this);
if (m_host_pointer)
vkUnmapMemory(g_vulkan_context->GetDevice(), m_memory);
@ -41,24 +36,23 @@ StreamBuffer::~StreamBuffer()
g_command_buffer_mgr->DeferDeviceMemoryDestruction(m_memory);
}
std::unique_ptr<StreamBuffer> StreamBuffer::Create(VkBufferUsageFlags usage, size_t initial_size,
size_t max_size)
std::unique_ptr<StreamBuffer> StreamBuffer::Create(VkBufferUsageFlags usage, u32 size)
{
std::unique_ptr<StreamBuffer> buffer = std::make_unique<StreamBuffer>(usage, max_size);
if (!buffer->ResizeBuffer(initial_size))
std::unique_ptr<StreamBuffer> buffer = std::make_unique<StreamBuffer>(usage, size);
if (!buffer->AllocateBuffer())
return nullptr;
return buffer;
}
bool StreamBuffer::ResizeBuffer(size_t size)
bool StreamBuffer::AllocateBuffer()
{
// Create the buffer descriptor
VkBufferCreateInfo buffer_create_info = {
VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO, // VkStructureType sType
nullptr, // const void* pNext
0, // VkBufferCreateFlags flags
static_cast<VkDeviceSize>(size), // VkDeviceSize size
static_cast<VkDeviceSize>(m_size), // VkDeviceSize size
m_usage, // VkBufferUsageFlags usage
VK_SHARING_MODE_EXCLUSIVE, // VkSharingMode sharingMode
0, // uint32_t queueFamilyIndexCount
@ -110,7 +104,7 @@ bool StreamBuffer::ResizeBuffer(size_t size)
// Map this buffer into user-space
void* mapped_ptr = nullptr;
res = vkMapMemory(g_vulkan_context->GetDevice(), memory, 0, size, 0, &mapped_ptr);
res = vkMapMemory(g_vulkan_context->GetDevice(), memory, 0, m_size, 0, &mapped_ptr);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkMapMemory failed: ");
@ -133,36 +127,34 @@ bool StreamBuffer::ResizeBuffer(size_t size)
m_buffer = buffer;
m_memory = memory;
m_host_pointer = reinterpret_cast<u8*>(mapped_ptr);
m_current_size = size;
m_current_offset = 0;
m_current_gpu_position = 0;
m_tracked_fences.clear();
return true;
}
bool StreamBuffer::ReserveMemory(size_t num_bytes, size_t alignment, bool allow_reuse /* = true */,
bool allow_growth /* = true */,
bool reallocate_if_full /* = false */)
bool StreamBuffer::ReserveMemory(u32 num_bytes, u32 alignment)
{
size_t required_bytes = num_bytes + alignment;
const u32 required_bytes = num_bytes + alignment;
// Check for sane allocations
if (required_bytes > m_maximum_size)
if (required_bytes > m_size)
{
PanicAlert("Attempting to allocate %u bytes from a %u byte stream buffer",
static_cast<uint32_t>(num_bytes), static_cast<uint32_t>(m_maximum_size));
static_cast<uint32_t>(num_bytes), static_cast<uint32_t>(m_size));
return false;
}
// Is the GPU behind or up to date with our current offset?
UpdateCurrentFencePosition();
if (m_current_offset >= m_current_gpu_position)
{
size_t remaining_bytes = m_current_size - m_current_offset;
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 = Util::AlignBufferOffset(m_current_offset, alignment);
m_current_offset = Common::AlignUp(m_current_offset, alignment);
m_last_allocation_size = num_bytes;
return true;
}
@ -171,7 +163,7 @@ bool StreamBuffer::ReserveMemory(size_t num_bytes, size_t alignment, bool allow_
// 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 (allow_reuse && required_bytes < m_current_gpu_position)
if (required_bytes < m_current_gpu_position)
{
// Reset offset to zero, since we're allocating behind the gpu now
m_current_offset = 0;
@ -184,56 +176,35 @@ bool StreamBuffer::ReserveMemory(size_t num_bytes, size_t alignment, bool allow_
if (m_current_offset < m_current_gpu_position)
{
// We have from m_current_offset..m_current_gpu_position space to use.
size_t remaining_bytes = m_current_gpu_position - m_current_offset;
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 = Util::AlignBufferOffset(m_current_offset, alignment);
m_current_offset = Common::AlignUp(m_current_offset, alignment);
m_last_allocation_size = num_bytes;
return true;
}
}
// Try to grow the buffer up to the maximum size before waiting.
// Double each time until the maximum size is reached.
if (allow_growth && m_current_size < m_maximum_size)
{
size_t new_size = std::min(std::max(num_bytes, m_current_size * 2), m_maximum_size);
if (ResizeBuffer(new_size))
{
// Allocating from the start of the buffer.
m_last_allocation_size = new_size;
return true;
}
}
// Can we find a fence to wait on that will give us enough memory?
if (allow_reuse && WaitForClearSpace(required_bytes))
if (WaitForClearSpace(required_bytes))
{
ASSERT(m_current_offset == m_current_gpu_position ||
(m_current_offset + required_bytes) < m_current_gpu_position);
m_current_offset = Util::AlignBufferOffset(m_current_offset, alignment);
m_current_offset = Common::AlignUp(m_current_offset, alignment);
m_last_allocation_size = num_bytes;
return true;
}
// If we are not allowed to execute in our current state (e.g. in the middle of a render pass),
// as a last resort, reallocate the buffer. This will incur a performance hit and is not
// encouraged.
if (reallocate_if_full && ResizeBuffer(m_current_size))
{
m_last_allocation_size = num_bytes;
return true;
}
// We tried everything we could, and still couldn't get anything. If we're not at a point
// where the state is known and can be resumed, this is probably a fatal error.
// 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(size_t final_num_bytes)
void StreamBuffer::CommitMemory(u32 final_num_bytes)
{
ASSERT((m_current_offset + final_num_bytes) <= m_current_size);
ASSERT((m_current_offset + final_num_bytes) <= m_size);
ASSERT(final_num_bytes <= m_last_allocation_size);
// For non-coherent mappings, flush the memory range
@ -247,23 +218,25 @@ void StreamBuffer::CommitMemory(size_t final_num_bytes)
m_current_offset += final_num_bytes;
}
void StreamBuffer::OnCommandBufferQueued(VkCommandBuffer command_buffer, VkFence fence)
void StreamBuffer::UpdateCurrentFencePosition()
{
// Don't create a tracking entry if the GPU is caught up with the buffer.
if (m_current_offset == m_current_gpu_position)
return;
// Has the offset changed since the last fence?
if (!m_tracked_fences.empty() && m_tracked_fences.back().second == m_current_offset)
const VkFence fence = g_command_buffer_mgr->GetCurrentCommandBufferFence();
if (!m_tracked_fences.empty() && m_tracked_fences.back().first == fence)
{
// No need to track the new fence, the old one is sufficient.
// Still haven't executed a command buffer, so just update the offset.
m_tracked_fences.back().second = m_current_offset;
return;
}
m_tracked_fences.emplace_back(fence, m_current_offset);
}
void StreamBuffer::OnCommandBufferExecuted(VkFence fence)
void StreamBuffer::OnFenceSignaled(VkFence fence)
{
// Locate the entry for this fence (if any, we may have been forced to wait already)
auto iter = std::find_if(m_tracked_fences.begin(), m_tracked_fences.end(),
@ -279,10 +252,9 @@ void StreamBuffer::OnCommandBufferExecuted(VkFence fence)
}
}
bool StreamBuffer::WaitForClearSpace(size_t num_bytes)
bool StreamBuffer::WaitForClearSpace(u32 num_bytes)
{
size_t new_offset = 0;
size_t new_gpu_position = 0;
u32 new_offset = 0;
auto iter = m_tracked_fences.begin();
for (; iter != m_tracked_fences.end(); iter++)
{
@ -290,12 +262,11 @@ bool StreamBuffer::WaitForClearSpace(size_t num_bytes)
// 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.
size_t gpu_position = iter->second;
u32 gpu_position = iter->second;
if (m_current_offset == gpu_position)
{
// Start at the start of the buffer again.
new_offset = 0;
new_gpu_position = 0;
break;
}
@ -308,7 +279,6 @@ bool StreamBuffer::WaitForClearSpace(size_t num_bytes)
if (gpu_position > num_bytes)
{
new_offset = 0;
new_gpu_position = gpu_position;
break;
}
}
@ -317,31 +287,27 @@ bool StreamBuffer::WaitForClearSpace(size_t num_bytes)
// 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.
size_t available_space_inbetween = gpu_position - m_current_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_gpu_position = gpu_position;
break;
}
}
}
// Did any fences satisfy this condition?
if (iter == m_tracked_fences.end())
// Has the command buffer been executed yet? If not, the caller should execute it.
if (iter == m_tracked_fences.end() ||
iter->first == g_command_buffer_mgr->GetCurrentCommandBufferFence())
{
return false;
}
// Wait until this fence is signaled.
VkResult res =
vkWaitForFences(g_vulkan_context->GetDevice(), 1, &iter->first, VK_TRUE, UINT64_MAX);
if (res != VK_SUCCESS)
LOG_VULKAN_ERROR(res, "vkWaitForFences failed: ");
// Update GPU position, and remove all fences up to (and including) this fence.
// Wait until this fence is signaled. This will fire the callback, updating the GPU position.
g_command_buffer_mgr->WaitForFence(iter->first);
m_current_offset = new_offset;
m_current_gpu_position = new_gpu_position;
m_tracked_fences.erase(m_tracked_fences.begin(), ++iter);
return true;
}