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37550501cc
This was happening when a fence wait happened mid-frame. The data written between the fence being queued and the allocation occuring was incorrectly assumed to be consumed by the GPU.
348 lines
12 KiB
C++
348 lines
12 KiB
C++
// Copyright 2016 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoBackends/Vulkan/StreamBuffer.h"
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#include <algorithm>
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#include <cstdint>
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#include <functional>
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#include "Common/Assert.h"
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#include "Common/MsgHandler.h"
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#include "VideoBackends/Vulkan/CommandBufferManager.h"
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#include "VideoBackends/Vulkan/Util.h"
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#include "VideoBackends/Vulkan/VulkanContext.h"
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namespace Vulkan
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{
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StreamBuffer::StreamBuffer(VkBufferUsageFlags usage, size_t max_size)
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: m_usage(usage), m_maximum_size(max_size)
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{
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// Add a callback that fires on fence point creation and signal
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g_command_buffer_mgr->AddFencePointCallback(
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this, std::bind(&StreamBuffer::OnCommandBufferQueued, this, std::placeholders::_1,
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std::placeholders::_2),
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std::bind(&StreamBuffer::OnCommandBufferExecuted, this, std::placeholders::_1));
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}
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StreamBuffer::~StreamBuffer()
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{
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g_command_buffer_mgr->RemoveFencePointCallback(this);
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if (m_host_pointer)
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vkUnmapMemory(g_vulkan_context->GetDevice(), m_memory);
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if (m_buffer != VK_NULL_HANDLE)
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g_command_buffer_mgr->DeferBufferDestruction(m_buffer);
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if (m_memory != VK_NULL_HANDLE)
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g_command_buffer_mgr->DeferDeviceMemoryDestruction(m_memory);
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}
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std::unique_ptr<StreamBuffer> StreamBuffer::Create(VkBufferUsageFlags usage, size_t initial_size,
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size_t max_size)
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{
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std::unique_ptr<StreamBuffer> buffer = std::make_unique<StreamBuffer>(usage, max_size);
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if (!buffer->ResizeBuffer(initial_size))
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return nullptr;
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return buffer;
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}
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bool StreamBuffer::ResizeBuffer(size_t size)
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{
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// Create the buffer descriptor
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VkBufferCreateInfo buffer_create_info = {
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VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO, // VkStructureType sType
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nullptr, // const void* pNext
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0, // VkBufferCreateFlags flags
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static_cast<VkDeviceSize>(size), // VkDeviceSize size
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m_usage, // VkBufferUsageFlags usage
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VK_SHARING_MODE_EXCLUSIVE, // VkSharingMode sharingMode
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0, // uint32_t queueFamilyIndexCount
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nullptr // const uint32_t* pQueueFamilyIndices
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};
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VkBuffer buffer = VK_NULL_HANDLE;
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VkResult res =
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vkCreateBuffer(g_vulkan_context->GetDevice(), &buffer_create_info, nullptr, &buffer);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkCreateBuffer failed: ");
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return false;
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}
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// Get memory requirements (types etc) for this buffer
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VkMemoryRequirements memory_requirements;
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vkGetBufferMemoryRequirements(g_vulkan_context->GetDevice(), buffer, &memory_requirements);
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// Aim for a coherent mapping if possible.
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u32 memory_type_index = g_vulkan_context->GetUploadMemoryType(memory_requirements.memoryTypeBits,
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&m_coherent_mapping);
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// Allocate memory for backing this buffer
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VkMemoryAllocateInfo memory_allocate_info = {
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VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO, // VkStructureType sType
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nullptr, // const void* pNext
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memory_requirements.size, // VkDeviceSize allocationSize
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memory_type_index // uint32_t memoryTypeIndex
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};
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VkDeviceMemory memory = VK_NULL_HANDLE;
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res = vkAllocateMemory(g_vulkan_context->GetDevice(), &memory_allocate_info, nullptr, &memory);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkAllocateMemory failed: ");
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vkDestroyBuffer(g_vulkan_context->GetDevice(), buffer, nullptr);
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return false;
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}
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// Bind memory to buffer
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res = vkBindBufferMemory(g_vulkan_context->GetDevice(), buffer, memory, 0);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkBindBufferMemory failed: ");
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vkDestroyBuffer(g_vulkan_context->GetDevice(), buffer, nullptr);
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vkFreeMemory(g_vulkan_context->GetDevice(), memory, nullptr);
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return false;
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}
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// Map this buffer into user-space
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void* mapped_ptr = nullptr;
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res = vkMapMemory(g_vulkan_context->GetDevice(), memory, 0, size, 0, &mapped_ptr);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkMapMemory failed: ");
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vkDestroyBuffer(g_vulkan_context->GetDevice(), buffer, nullptr);
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vkFreeMemory(g_vulkan_context->GetDevice(), memory, nullptr);
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return false;
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}
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// Unmap current host pointer (if there was a previous buffer)
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if (m_host_pointer)
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vkUnmapMemory(g_vulkan_context->GetDevice(), m_memory);
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// Destroy the backings for the buffer after the command buffer executes
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if (m_buffer != VK_NULL_HANDLE)
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g_command_buffer_mgr->DeferBufferDestruction(m_buffer);
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if (m_memory != VK_NULL_HANDLE)
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g_command_buffer_mgr->DeferDeviceMemoryDestruction(m_memory);
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// Replace with the new buffer
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m_buffer = buffer;
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m_memory = memory;
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m_host_pointer = reinterpret_cast<u8*>(mapped_ptr);
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m_current_size = size;
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m_current_offset = 0;
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m_current_gpu_position = 0;
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m_tracked_fences.clear();
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return true;
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}
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bool StreamBuffer::ReserveMemory(size_t num_bytes, size_t alignment, bool allow_reuse /* = true */,
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bool allow_growth /* = true */,
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bool reallocate_if_full /* = false */)
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{
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size_t required_bytes = num_bytes + alignment;
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// Check for sane allocations
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if (required_bytes > m_maximum_size)
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{
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PanicAlert("Attempting to allocate %u bytes from a %u byte stream buffer",
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static_cast<uint32_t>(num_bytes), static_cast<uint32_t>(m_maximum_size));
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return false;
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}
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// Is the GPU behind or up to date with our current offset?
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if (m_current_offset >= m_current_gpu_position)
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{
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size_t remaining_bytes = m_current_size - m_current_offset;
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if (required_bytes <= remaining_bytes)
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{
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// Place at the current position, after the GPU position.
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m_current_offset = Util::AlignBufferOffset(m_current_offset, alignment);
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m_last_allocation_size = num_bytes;
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return true;
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}
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// Check for space at the start of the buffer
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// We use < here because we don't want to have the case of m_current_offset ==
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// m_current_gpu_position. That would mean the code above would assume the
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// GPU has caught up to us, which it hasn't.
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if (allow_reuse && required_bytes < m_current_gpu_position)
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{
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// Reset offset to zero, since we're allocating behind the gpu now
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m_current_offset = 0;
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m_last_allocation_size = num_bytes;
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return true;
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}
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}
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// Is the GPU ahead of our current offset?
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if (m_current_offset < m_current_gpu_position)
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{
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// We have from m_current_offset..m_current_gpu_position space to use.
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size_t remaining_bytes = m_current_gpu_position - m_current_offset;
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if (required_bytes < remaining_bytes)
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{
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// Place at the current position, since this is still behind the GPU.
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m_current_offset = Util::AlignBufferOffset(m_current_offset, alignment);
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m_last_allocation_size = num_bytes;
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return true;
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}
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}
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// Try to grow the buffer up to the maximum size before waiting.
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// Double each time until the maximum size is reached.
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if (allow_growth && m_current_size < m_maximum_size)
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{
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size_t new_size = std::min(std::max(num_bytes, m_current_size * 2), m_maximum_size);
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if (ResizeBuffer(new_size))
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{
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// Allocating from the start of the buffer.
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m_last_allocation_size = new_size;
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return true;
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}
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}
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// Can we find a fence to wait on that will give us enough memory?
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if (allow_reuse && WaitForClearSpace(required_bytes))
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{
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_assert_(m_current_offset == m_current_gpu_position ||
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(m_current_offset + required_bytes) < m_current_gpu_position);
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m_current_offset = Util::AlignBufferOffset(m_current_offset, alignment);
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m_last_allocation_size = num_bytes;
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return true;
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}
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// If we are not allowed to execute in our current state (e.g. in the middle of a render pass),
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// as a last resort, reallocate the buffer. This will incur a performance hit and is not
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// encouraged.
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if (reallocate_if_full && ResizeBuffer(m_current_size))
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{
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m_last_allocation_size = num_bytes;
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return true;
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}
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// We tried everything we could, and still couldn't get anything. If we're not at a point
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// where the state is known and can be resumed, this is probably a fatal error.
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return false;
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}
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void StreamBuffer::CommitMemory(size_t final_num_bytes)
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{
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_assert_((m_current_offset + final_num_bytes) <= m_current_size);
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_assert_(final_num_bytes <= m_last_allocation_size);
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// For non-coherent mappings, flush the memory range
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if (!m_coherent_mapping)
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{
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VkMappedMemoryRange range = {VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE, nullptr, m_memory,
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m_current_offset, final_num_bytes};
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vkFlushMappedMemoryRanges(g_vulkan_context->GetDevice(), 1, &range);
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}
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m_current_offset += final_num_bytes;
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}
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void StreamBuffer::OnCommandBufferQueued(VkCommandBuffer command_buffer, VkFence fence)
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{
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// Don't create a tracking entry if the GPU is caught up with the buffer.
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if (m_current_offset == m_current_gpu_position)
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return;
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// Has the offset changed since the last fence?
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if (!m_tracked_fences.empty() && m_tracked_fences.back().second == m_current_offset)
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{
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// No need to track the new fence, the old one is sufficient.
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return;
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}
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m_tracked_fences.emplace_back(fence, m_current_offset);
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}
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void StreamBuffer::OnCommandBufferExecuted(VkFence fence)
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{
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// Locate the entry for this fence (if any, we may have been forced to wait already)
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auto iter = std::find_if(m_tracked_fences.begin(), m_tracked_fences.end(),
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[fence](const auto& it) { return it.first == fence; });
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if (iter != m_tracked_fences.end())
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{
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// Update the GPU position, and remove any fences before this fence (since
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// it is implied that they have been signaled as well, though the callback
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// should have removed them already).
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m_current_gpu_position = iter->second;
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m_tracked_fences.erase(m_tracked_fences.begin(), ++iter);
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}
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}
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bool StreamBuffer::WaitForClearSpace(size_t num_bytes)
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{
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size_t new_offset = 0;
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size_t new_gpu_position = 0;
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auto iter = m_tracked_fences.begin();
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for (; iter != m_tracked_fences.end(); iter++)
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{
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// Would this fence bring us in line with the GPU?
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// This is the "last resort" case, where a command buffer execution has been forced
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// after no additional data has been written to it, so we can assume that after the
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// fence has been signaled the entire buffer is now consumed.
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size_t gpu_position = iter->second;
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if (m_current_offset == gpu_position)
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{
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// Start at the start of the buffer again.
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new_offset = 0;
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new_gpu_position = 0;
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break;
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}
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// Assuming that we wait for this fence, are we allocating in front of the GPU?
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if (m_current_offset > gpu_position)
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{
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// We can wrap around to the start, behind the GPU, if there is enough space.
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// We use > here because otherwise we'd end up lining up with the GPU, and then the
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// allocator would assume that the GPU has consumed what we just wrote.
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if (gpu_position > num_bytes)
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{
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new_offset = 0;
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new_gpu_position = gpu_position;
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break;
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}
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}
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else
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{
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// We're currently allocating behind the GPU. This would give us between the current
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// offset and the GPU position worth of space to work with. Again, > because we can't
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// align the GPU position with the buffer offset.
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size_t available_space_inbetween = m_current_offset - gpu_position;
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if (available_space_inbetween > num_bytes)
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{
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// Leave the offset as-is, but update the GPU position.
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new_offset = m_current_offset;
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new_gpu_position = gpu_position;
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break;
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}
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}
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}
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// Did any fences satisfy this condition?
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if (iter == m_tracked_fences.end())
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return false;
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// Wait until this fence is signaled.
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VkResult res =
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vkWaitForFences(g_vulkan_context->GetDevice(), 1, &iter->first, VK_TRUE, UINT64_MAX);
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if (res != VK_SUCCESS)
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LOG_VULKAN_ERROR(res, "vkWaitForFences failed: ");
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// Update GPU position, and remove all fences up to (and including) this fence.
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m_current_offset = new_offset;
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m_current_gpu_position = new_gpu_position;
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m_tracked_fences.erase(m_tracked_fences.begin(), ++iter);
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return true;
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}
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} // namespace Vulkan
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