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- // Copyright 2019 yuzu Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #include <memory>
- #include <mutex>
- #include <optional>
- #include <thread>
- #include <utility>
- #include "common/assert.h"
- #include "common/microprofile.h"
- #include "video_core/renderer_vulkan/vk_device.h"
- #include "video_core/renderer_vulkan/vk_query_cache.h"
- #include "video_core/renderer_vulkan/vk_resource_manager.h"
- #include "video_core/renderer_vulkan/vk_scheduler.h"
- #include "video_core/renderer_vulkan/vk_state_tracker.h"
- #include "video_core/renderer_vulkan/wrapper.h"
- namespace Vulkan {
- MICROPROFILE_DECLARE(Vulkan_WaitForWorker);
- void VKScheduler::CommandChunk::ExecuteAll(vk::CommandBuffer cmdbuf) {
- auto command = first;
- while (command != nullptr) {
- auto next = command->GetNext();
- command->Execute(cmdbuf);
- command->~Command();
- command = next;
- }
- command_offset = 0;
- first = nullptr;
- last = nullptr;
- }
- VKScheduler::VKScheduler(const VKDevice& device, VKResourceManager& resource_manager,
- StateTracker& state_tracker)
- : device{device}, resource_manager{resource_manager}, state_tracker{state_tracker},
- next_fence{&resource_manager.CommitFence()} {
- AcquireNewChunk();
- AllocateNewContext();
- worker_thread = std::thread(&VKScheduler::WorkerThread, this);
- }
- VKScheduler::~VKScheduler() {
- quit = true;
- cv.notify_all();
- worker_thread.join();
- }
- void VKScheduler::Flush(bool release_fence, VkSemaphore semaphore) {
- SubmitExecution(semaphore);
- if (release_fence) {
- current_fence->Release();
- }
- AllocateNewContext();
- }
- void VKScheduler::Finish(bool release_fence, VkSemaphore semaphore) {
- SubmitExecution(semaphore);
- current_fence->Wait();
- if (release_fence) {
- current_fence->Release();
- }
- AllocateNewContext();
- }
- void VKScheduler::WaitWorker() {
- MICROPROFILE_SCOPE(Vulkan_WaitForWorker);
- DispatchWork();
- bool finished = false;
- do {
- cv.notify_all();
- std::unique_lock lock{mutex};
- finished = chunk_queue.Empty();
- } while (!finished);
- }
- void VKScheduler::DispatchWork() {
- if (chunk->Empty()) {
- return;
- }
- chunk_queue.Push(std::move(chunk));
- cv.notify_all();
- AcquireNewChunk();
- }
- void VKScheduler::RequestRenderpass(VkRenderPass renderpass, VkFramebuffer framebuffer,
- VkExtent2D render_area) {
- if (renderpass == state.renderpass && framebuffer == state.framebuffer &&
- render_area.width == state.render_area.width &&
- render_area.height == state.render_area.height) {
- return;
- }
- const bool end_renderpass = state.renderpass != nullptr;
- state.renderpass = renderpass;
- state.framebuffer = framebuffer;
- state.render_area = render_area;
- VkRenderPassBeginInfo renderpass_bi;
- renderpass_bi.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
- renderpass_bi.pNext = nullptr;
- renderpass_bi.renderPass = renderpass;
- renderpass_bi.framebuffer = framebuffer;
- renderpass_bi.renderArea.offset.x = 0;
- renderpass_bi.renderArea.offset.y = 0;
- renderpass_bi.renderArea.extent = render_area;
- renderpass_bi.clearValueCount = 0;
- renderpass_bi.pClearValues = nullptr;
- Record([renderpass_bi, end_renderpass](vk::CommandBuffer cmdbuf) {
- if (end_renderpass) {
- cmdbuf.EndRenderPass();
- }
- cmdbuf.BeginRenderPass(renderpass_bi, VK_SUBPASS_CONTENTS_INLINE);
- });
- }
- void VKScheduler::RequestOutsideRenderPassOperationContext() {
- EndRenderPass();
- }
- void VKScheduler::BindGraphicsPipeline(VkPipeline pipeline) {
- if (state.graphics_pipeline == pipeline) {
- return;
- }
- state.graphics_pipeline = pipeline;
- Record([pipeline](vk::CommandBuffer cmdbuf) {
- cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
- });
- }
- void VKScheduler::WorkerThread() {
- std::unique_lock lock{mutex};
- do {
- cv.wait(lock, [this] { return !chunk_queue.Empty() || quit; });
- if (quit) {
- continue;
- }
- auto extracted_chunk = std::move(chunk_queue.Front());
- chunk_queue.Pop();
- extracted_chunk->ExecuteAll(current_cmdbuf);
- chunk_reserve.Push(std::move(extracted_chunk));
- } while (!quit);
- }
- void VKScheduler::SubmitExecution(VkSemaphore semaphore) {
- EndPendingOperations();
- InvalidateState();
- WaitWorker();
- std::unique_lock lock{mutex};
- current_cmdbuf.End();
- VkSubmitInfo submit_info;
- submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
- submit_info.pNext = nullptr;
- submit_info.waitSemaphoreCount = 0;
- submit_info.pWaitSemaphores = nullptr;
- submit_info.pWaitDstStageMask = nullptr;
- submit_info.commandBufferCount = 1;
- submit_info.pCommandBuffers = current_cmdbuf.address();
- submit_info.signalSemaphoreCount = semaphore ? 1 : 0;
- submit_info.pSignalSemaphores = &semaphore;
- switch (const VkResult result = device.GetGraphicsQueue().Submit(submit_info, *current_fence)) {
- case VK_SUCCESS:
- break;
- case VK_ERROR_DEVICE_LOST:
- device.ReportLoss();
- [[fallthrough]];
- default:
- vk::Check(result);
- }
- }
- void VKScheduler::AllocateNewContext() {
- ++ticks;
- VkCommandBufferBeginInfo cmdbuf_bi;
- cmdbuf_bi.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
- cmdbuf_bi.pNext = nullptr;
- cmdbuf_bi.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
- cmdbuf_bi.pInheritanceInfo = nullptr;
- std::unique_lock lock{mutex};
- current_fence = next_fence;
- next_fence = &resource_manager.CommitFence();
- current_cmdbuf = vk::CommandBuffer(resource_manager.CommitCommandBuffer(*current_fence),
- device.GetDispatchLoader());
- current_cmdbuf.Begin(cmdbuf_bi);
- // Enable counters once again. These are disabled when a command buffer is finished.
- if (query_cache) {
- query_cache->UpdateCounters();
- }
- }
- void VKScheduler::InvalidateState() {
- state.graphics_pipeline = nullptr;
- state_tracker.InvalidateCommandBufferState();
- }
- void VKScheduler::EndPendingOperations() {
- query_cache->DisableStreams();
- EndRenderPass();
- }
- void VKScheduler::EndRenderPass() {
- if (!state.renderpass) {
- return;
- }
- state.renderpass = nullptr;
- Record([](vk::CommandBuffer cmdbuf) { cmdbuf.EndRenderPass(); });
- }
- void VKScheduler::AcquireNewChunk() {
- if (chunk_reserve.Empty()) {
- chunk = std::make_unique<CommandChunk>();
- return;
- }
- chunk = std::move(chunk_reserve.Front());
- chunk_reserve.Pop();
- }
- } // namespace Vulkan
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