vk_scheduler.cpp 6.6 KB

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  1. // Copyright 2019 yuzu Emulator Project
  2. // Licensed under GPLv2 or any later version
  3. // Refer to the license.txt file included.
  4. #include <memory>
  5. #include <mutex>
  6. #include <optional>
  7. #include <thread>
  8. #include <utility>
  9. #include "common/assert.h"
  10. #include "common/microprofile.h"
  11. #include "video_core/renderer_vulkan/vk_device.h"
  12. #include "video_core/renderer_vulkan/vk_query_cache.h"
  13. #include "video_core/renderer_vulkan/vk_resource_manager.h"
  14. #include "video_core/renderer_vulkan/vk_scheduler.h"
  15. #include "video_core/renderer_vulkan/vk_state_tracker.h"
  16. #include "video_core/renderer_vulkan/wrapper.h"
  17. namespace Vulkan {
  18. MICROPROFILE_DECLARE(Vulkan_WaitForWorker);
  19. void VKScheduler::CommandChunk::ExecuteAll(vk::CommandBuffer cmdbuf) {
  20. auto command = first;
  21. while (command != nullptr) {
  22. auto next = command->GetNext();
  23. command->Execute(cmdbuf);
  24. command->~Command();
  25. command = next;
  26. }
  27. command_offset = 0;
  28. first = nullptr;
  29. last = nullptr;
  30. }
  31. VKScheduler::VKScheduler(const VKDevice& device, VKResourceManager& resource_manager,
  32. StateTracker& state_tracker)
  33. : device{device}, resource_manager{resource_manager}, state_tracker{state_tracker},
  34. next_fence{&resource_manager.CommitFence()} {
  35. AcquireNewChunk();
  36. AllocateNewContext();
  37. worker_thread = std::thread(&VKScheduler::WorkerThread, this);
  38. }
  39. VKScheduler::~VKScheduler() {
  40. quit = true;
  41. cv.notify_all();
  42. worker_thread.join();
  43. }
  44. void VKScheduler::Flush(bool release_fence, VkSemaphore semaphore) {
  45. SubmitExecution(semaphore);
  46. if (release_fence) {
  47. current_fence->Release();
  48. }
  49. AllocateNewContext();
  50. }
  51. void VKScheduler::Finish(bool release_fence, VkSemaphore semaphore) {
  52. SubmitExecution(semaphore);
  53. current_fence->Wait();
  54. if (release_fence) {
  55. current_fence->Release();
  56. }
  57. AllocateNewContext();
  58. }
  59. void VKScheduler::WaitWorker() {
  60. MICROPROFILE_SCOPE(Vulkan_WaitForWorker);
  61. DispatchWork();
  62. bool finished = false;
  63. do {
  64. cv.notify_all();
  65. std::unique_lock lock{mutex};
  66. finished = chunk_queue.Empty();
  67. } while (!finished);
  68. }
  69. void VKScheduler::DispatchWork() {
  70. if (chunk->Empty()) {
  71. return;
  72. }
  73. chunk_queue.Push(std::move(chunk));
  74. cv.notify_all();
  75. AcquireNewChunk();
  76. }
  77. void VKScheduler::RequestRenderpass(VkRenderPass renderpass, VkFramebuffer framebuffer,
  78. VkExtent2D render_area) {
  79. if (renderpass == state.renderpass && framebuffer == state.framebuffer &&
  80. render_area.width == state.render_area.width &&
  81. render_area.height == state.render_area.height) {
  82. return;
  83. }
  84. const bool end_renderpass = state.renderpass != nullptr;
  85. state.renderpass = renderpass;
  86. state.framebuffer = framebuffer;
  87. state.render_area = render_area;
  88. VkRenderPassBeginInfo renderpass_bi;
  89. renderpass_bi.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
  90. renderpass_bi.pNext = nullptr;
  91. renderpass_bi.renderPass = renderpass;
  92. renderpass_bi.framebuffer = framebuffer;
  93. renderpass_bi.renderArea.offset.x = 0;
  94. renderpass_bi.renderArea.offset.y = 0;
  95. renderpass_bi.renderArea.extent = render_area;
  96. renderpass_bi.clearValueCount = 0;
  97. renderpass_bi.pClearValues = nullptr;
  98. Record([renderpass_bi, end_renderpass](vk::CommandBuffer cmdbuf) {
  99. if (end_renderpass) {
  100. cmdbuf.EndRenderPass();
  101. }
  102. cmdbuf.BeginRenderPass(renderpass_bi, VK_SUBPASS_CONTENTS_INLINE);
  103. });
  104. }
  105. void VKScheduler::RequestOutsideRenderPassOperationContext() {
  106. EndRenderPass();
  107. }
  108. void VKScheduler::BindGraphicsPipeline(VkPipeline pipeline) {
  109. if (state.graphics_pipeline == pipeline) {
  110. return;
  111. }
  112. state.graphics_pipeline = pipeline;
  113. Record([pipeline](vk::CommandBuffer cmdbuf) {
  114. cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
  115. });
  116. }
  117. void VKScheduler::WorkerThread() {
  118. std::unique_lock lock{mutex};
  119. do {
  120. cv.wait(lock, [this] { return !chunk_queue.Empty() || quit; });
  121. if (quit) {
  122. continue;
  123. }
  124. auto extracted_chunk = std::move(chunk_queue.Front());
  125. chunk_queue.Pop();
  126. extracted_chunk->ExecuteAll(current_cmdbuf);
  127. chunk_reserve.Push(std::move(extracted_chunk));
  128. } while (!quit);
  129. }
  130. void VKScheduler::SubmitExecution(VkSemaphore semaphore) {
  131. EndPendingOperations();
  132. InvalidateState();
  133. WaitWorker();
  134. std::unique_lock lock{mutex};
  135. current_cmdbuf.End();
  136. VkSubmitInfo submit_info;
  137. submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
  138. submit_info.pNext = nullptr;
  139. submit_info.waitSemaphoreCount = 0;
  140. submit_info.pWaitSemaphores = nullptr;
  141. submit_info.pWaitDstStageMask = nullptr;
  142. submit_info.commandBufferCount = 1;
  143. submit_info.pCommandBuffers = current_cmdbuf.address();
  144. submit_info.signalSemaphoreCount = semaphore ? 1 : 0;
  145. submit_info.pSignalSemaphores = &semaphore;
  146. switch (const VkResult result = device.GetGraphicsQueue().Submit(submit_info, *current_fence)) {
  147. case VK_SUCCESS:
  148. break;
  149. case VK_ERROR_DEVICE_LOST:
  150. device.ReportLoss();
  151. [[fallthrough]];
  152. default:
  153. vk::Check(result);
  154. }
  155. }
  156. void VKScheduler::AllocateNewContext() {
  157. ++ticks;
  158. VkCommandBufferBeginInfo cmdbuf_bi;
  159. cmdbuf_bi.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
  160. cmdbuf_bi.pNext = nullptr;
  161. cmdbuf_bi.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
  162. cmdbuf_bi.pInheritanceInfo = nullptr;
  163. std::unique_lock lock{mutex};
  164. current_fence = next_fence;
  165. next_fence = &resource_manager.CommitFence();
  166. current_cmdbuf = vk::CommandBuffer(resource_manager.CommitCommandBuffer(*current_fence),
  167. device.GetDispatchLoader());
  168. current_cmdbuf.Begin(cmdbuf_bi);
  169. // Enable counters once again. These are disabled when a command buffer is finished.
  170. if (query_cache) {
  171. query_cache->UpdateCounters();
  172. }
  173. }
  174. void VKScheduler::InvalidateState() {
  175. state.graphics_pipeline = nullptr;
  176. state_tracker.InvalidateCommandBufferState();
  177. }
  178. void VKScheduler::EndPendingOperations() {
  179. query_cache->DisableStreams();
  180. EndRenderPass();
  181. }
  182. void VKScheduler::EndRenderPass() {
  183. if (!state.renderpass) {
  184. return;
  185. }
  186. state.renderpass = nullptr;
  187. Record([](vk::CommandBuffer cmdbuf) { cmdbuf.EndRenderPass(); });
  188. }
  189. void VKScheduler::AcquireNewChunk() {
  190. if (chunk_reserve.Empty()) {
  191. chunk = std::make_unique<CommandChunk>();
  192. return;
  193. }
  194. chunk = std::move(chunk_reserve.Front());
  195. chunk_reserve.Pop();
  196. }
  197. } // namespace Vulkan