dolphin/Source/Core/VideoBackends/Vulkan/CommandBufferManager.h
Stenzek 3c92b35422 Vulkan: Use multiple command pools, one per frame
Instead of resetting two command buffers, now we only have to call
vkResetCommandPool once at the start of a frame.

NV's recommends using one pool per frame/thread. May offer a very small
boost in performance on some systems.
2016-11-15 00:40:15 +10:00

153 lines
5.4 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <cstddef>
#include <deque>
#include <functional>
#include <map>
#include <memory>
#include <mutex>
#include <thread>
#include <utility>
#include <vector>
#include "Common/BlockingLoop.h"
#include "Common/Semaphore.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoBackends/Vulkan/Constants.h"
#include "VideoBackends/Vulkan/Util.h"
namespace Vulkan
{
class CommandBufferManager
{
public:
explicit CommandBufferManager(bool use_threaded_submission);
~CommandBufferManager();
bool Initialize();
// These command buffers are allocated per-frame. They are valid until the command buffer
// is submitted, after that you should call these functions again.
VkCommandBuffer GetCurrentInitCommandBuffer()
{
m_frame_resources[m_current_frame].init_command_buffer_used = true;
return m_frame_resources[m_current_frame].command_buffers[0];
}
VkCommandBuffer GetCurrentCommandBuffer() const
{
return m_frame_resources[m_current_frame].command_buffers[1];
}
VkDescriptorPool GetCurrentDescriptorPool() const
{
return m_frame_resources[m_current_frame].descriptor_pool;
}
// Allocates a descriptors set from the pool reserved for the current frame.
VkDescriptorSet AllocateDescriptorSet(VkDescriptorSetLayout set_layout);
// 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.
VkFence GetCurrentCommandBufferFence() const { return m_frame_resources[m_current_frame].fence; }
// Ensure the worker thread has submitted the previous frame's command buffer.
void PrepareToSubmitCommandBuffer();
// Ensure that the worker thread has submitted any previous command buffers and is idle.
void WaitForWorkerThreadIdle();
// Ensure that the worker thread has both submitted all commands, and the GPU has caught up.
// Use with caution, huge performance penalty.
void WaitForGPUIdle();
// Wait for a fence to be completed.
// Also invokes callbacks for completion.
void WaitForFence(VkFence fence);
void SubmitCommandBuffer(bool submit_on_worker_thread,
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);
void ActivateCommandBuffer();
void ExecuteCommandBuffer(bool submit_off_thread, bool wait_for_completion);
// 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 DeferBufferViewDestruction(VkBufferView object);
void DeferDeviceMemoryDestruction(VkDeviceMemory object);
void DeferFramebufferDestruction(VkFramebuffer object);
void DeferImageDestruction(VkImage object);
void DeferImageViewDestruction(VkImageView object);
// Instruct the manager to fire the specified callback when a fence is flagged to be signaled.
// This happens when command buffers are executed, and can be tested if signaled, which means
// that all commands up to the point when the callback was fired have completed.
using CommandBufferQueuedCallback = std::function<void(VkCommandBuffer, VkFence)>;
using CommandBufferExecutedCallback = std::function<void(VkFence)>;
void AddFencePointCallback(const void* key, const CommandBufferQueuedCallback& queued_callback,
const CommandBufferExecutedCallback& executed_callback);
void RemoveFencePointCallback(const void* key);
private:
bool CreateCommandBuffers();
void DestroyCommandBuffers();
bool CreateSubmitThread();
void SubmitCommandBuffer(size_t index, VkSemaphore wait_semaphore, VkSemaphore signal_semaphore,
VkSwapchainKHR present_swap_chain, uint32_t present_image_index);
void OnCommandBufferExecuted(size_t index);
struct FrameResources
{
// [0] - Init (upload) command buffer, [1] - draw command buffer
VkCommandPool command_pool;
std::array<VkCommandBuffer, 2> command_buffers;
VkDescriptorPool descriptor_pool;
VkFence fence;
bool init_command_buffer_used;
bool needs_fence_wait;
std::vector<std::function<void()>> cleanup_resources;
};
std::array<FrameResources, NUM_COMMAND_BUFFERS> m_frame_resources = {};
size_t m_current_frame;
// callbacks when a fence point is set
std::map<const void*, std::pair<CommandBufferQueuedCallback, CommandBufferExecutedCallback>>
m_fence_point_callbacks;
// Threaded command buffer execution
// Semaphore determines when a command buffer can be queued
Common::Semaphore m_submit_semaphore;
std::thread m_submit_thread;
std::unique_ptr<Common::BlockingLoop> m_submit_loop;
struct PendingCommandBufferSubmit
{
size_t index;
VkSemaphore wait_semaphore;
VkSemaphore signal_semaphore;
VkSwapchainKHR present_swap_chain;
uint32_t present_image_index;
};
std::deque<PendingCommandBufferSubmit> m_pending_submits;
std::mutex m_pending_submit_lock;
bool m_use_threaded_submission = false;
};
extern std::unique_ptr<CommandBufferManager> g_command_buffer_mgr;
} // namespace Vulkan