vk_scheduler.cpp 10 KB

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  1. // SPDX-FileCopyrightText: Copyright 2019 yuzu Emulator Project
  2. // SPDX-License-Identifier: GPL-2.0-or-later
  3. #include <memory>
  4. #include <mutex>
  5. #include <thread>
  6. #include <utility>
  7. #include "common/microprofile.h"
  8. #include "common/thread.h"
  9. #include "video_core/renderer_vulkan/vk_command_pool.h"
  10. #include "video_core/renderer_vulkan/vk_master_semaphore.h"
  11. #include "video_core/renderer_vulkan/vk_query_cache.h"
  12. #include "video_core/renderer_vulkan/vk_scheduler.h"
  13. #include "video_core/renderer_vulkan/vk_state_tracker.h"
  14. #include "video_core/renderer_vulkan/vk_texture_cache.h"
  15. #include "video_core/vulkan_common/vulkan_device.h"
  16. #include "video_core/vulkan_common/vulkan_wrapper.h"
  17. namespace Vulkan {
  18. MICROPROFILE_DECLARE(Vulkan_WaitForWorker);
  19. void Scheduler::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. submit = false;
  28. command_offset = 0;
  29. first = nullptr;
  30. last = nullptr;
  31. }
  32. Scheduler::Scheduler(const Device& device_, StateTracker& state_tracker_)
  33. : device{device_}, state_tracker{state_tracker_},
  34. master_semaphore{std::make_unique<MasterSemaphore>(device)},
  35. command_pool{std::make_unique<CommandPool>(*master_semaphore, device)} {
  36. AcquireNewChunk();
  37. AllocateWorkerCommandBuffer();
  38. worker_thread = std::jthread([this](std::stop_token token) { WorkerThread(token); });
  39. }
  40. Scheduler::~Scheduler() = default;
  41. u64 Scheduler::Flush(VkSemaphore signal_semaphore, VkSemaphore wait_semaphore) {
  42. // When flushing, we only send data to the worker thread; no waiting is necessary.
  43. const u64 signal_value = SubmitExecution(signal_semaphore, wait_semaphore);
  44. AllocateNewContext();
  45. return signal_value;
  46. }
  47. void Scheduler::Finish(VkSemaphore signal_semaphore, VkSemaphore wait_semaphore) {
  48. // When finishing, we need to wait for the submission to have executed on the device.
  49. const u64 presubmit_tick = CurrentTick();
  50. SubmitExecution(signal_semaphore, wait_semaphore);
  51. Wait(presubmit_tick);
  52. AllocateNewContext();
  53. }
  54. void Scheduler::WaitWorker() {
  55. MICROPROFILE_SCOPE(Vulkan_WaitForWorker);
  56. DispatchWork();
  57. // Ensure the queue is drained.
  58. {
  59. std::unique_lock ql{queue_mutex};
  60. event_cv.wait(ql, [this] { return work_queue.empty(); });
  61. }
  62. // Now wait for execution to finish.
  63. std::scoped_lock el{execution_mutex};
  64. }
  65. void Scheduler::DispatchWork() {
  66. if (chunk->Empty()) {
  67. return;
  68. }
  69. {
  70. std::scoped_lock ql{queue_mutex};
  71. work_queue.push(std::move(chunk));
  72. }
  73. event_cv.notify_all();
  74. AcquireNewChunk();
  75. }
  76. void Scheduler::RequestRenderpass(const Framebuffer* framebuffer) {
  77. const VkRenderPass renderpass = framebuffer->RenderPass();
  78. const VkFramebuffer framebuffer_handle = framebuffer->Handle();
  79. const VkExtent2D render_area = framebuffer->RenderArea();
  80. if (renderpass == state.renderpass && framebuffer_handle == state.framebuffer &&
  81. render_area.width == state.render_area.width &&
  82. render_area.height == state.render_area.height) {
  83. return;
  84. }
  85. EndRenderPass();
  86. state.renderpass = renderpass;
  87. state.framebuffer = framebuffer_handle;
  88. state.render_area = render_area;
  89. Record([renderpass, framebuffer_handle, render_area](vk::CommandBuffer cmdbuf) {
  90. const VkRenderPassBeginInfo renderpass_bi{
  91. .sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
  92. .pNext = nullptr,
  93. .renderPass = renderpass,
  94. .framebuffer = framebuffer_handle,
  95. .renderArea =
  96. {
  97. .offset = {.x = 0, .y = 0},
  98. .extent = render_area,
  99. },
  100. .clearValueCount = 0,
  101. .pClearValues = nullptr,
  102. };
  103. cmdbuf.BeginRenderPass(renderpass_bi, VK_SUBPASS_CONTENTS_INLINE);
  104. });
  105. num_renderpass_images = framebuffer->NumImages();
  106. renderpass_images = framebuffer->Images();
  107. renderpass_image_ranges = framebuffer->ImageRanges();
  108. }
  109. void Scheduler::RequestOutsideRenderPassOperationContext() {
  110. EndRenderPass();
  111. }
  112. bool Scheduler::UpdateGraphicsPipeline(GraphicsPipeline* pipeline) {
  113. if (state.graphics_pipeline == pipeline) {
  114. return false;
  115. }
  116. state.graphics_pipeline = pipeline;
  117. return true;
  118. }
  119. bool Scheduler::UpdateRescaling(bool is_rescaling) {
  120. if (state.rescaling_defined && is_rescaling == state.is_rescaling) {
  121. return false;
  122. }
  123. state.rescaling_defined = true;
  124. state.is_rescaling = is_rescaling;
  125. return true;
  126. }
  127. void Scheduler::WorkerThread(std::stop_token stop_token) {
  128. Common::SetCurrentThreadName("VulkanWorker");
  129. const auto TryPopQueue{[this](auto& work) -> bool {
  130. if (work_queue.empty()) {
  131. return false;
  132. }
  133. work = std::move(work_queue.front());
  134. work_queue.pop();
  135. event_cv.notify_all();
  136. return true;
  137. }};
  138. while (!stop_token.stop_requested()) {
  139. std::unique_ptr<CommandChunk> work;
  140. {
  141. std::unique_lock lk{queue_mutex};
  142. // Wait for work.
  143. Common::CondvarWait(event_cv, lk, stop_token, [&] { return TryPopQueue(work); });
  144. // If we've been asked to stop, we're done.
  145. if (stop_token.stop_requested()) {
  146. return;
  147. }
  148. // Exchange lock ownership so that we take the execution lock before
  149. // the queue lock goes out of scope. This allows us to force execution
  150. // to complete in the next step.
  151. std::exchange(lk, std::unique_lock{execution_mutex});
  152. // Perform the work, tracking whether the chunk was a submission
  153. // before executing.
  154. const bool has_submit = work->HasSubmit();
  155. work->ExecuteAll(current_cmdbuf);
  156. // If the chunk was a submission, reallocate the command buffer.
  157. if (has_submit) {
  158. AllocateWorkerCommandBuffer();
  159. }
  160. }
  161. {
  162. std::scoped_lock rl{reserve_mutex};
  163. // Recycle the chunk back to the reserve.
  164. chunk_reserve.emplace_back(std::move(work));
  165. }
  166. }
  167. }
  168. void Scheduler::AllocateWorkerCommandBuffer() {
  169. current_cmdbuf = vk::CommandBuffer(command_pool->Commit(), device.GetDispatchLoader());
  170. current_cmdbuf.Begin({
  171. .sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO,
  172. .pNext = nullptr,
  173. .flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT,
  174. .pInheritanceInfo = nullptr,
  175. });
  176. }
  177. u64 Scheduler::SubmitExecution(VkSemaphore signal_semaphore, VkSemaphore wait_semaphore) {
  178. EndPendingOperations();
  179. InvalidateState();
  180. const u64 signal_value = master_semaphore->NextTick();
  181. Record([signal_semaphore, wait_semaphore, signal_value, this](vk::CommandBuffer cmdbuf) {
  182. cmdbuf.End();
  183. if (on_submit) {
  184. on_submit();
  185. }
  186. std::scoped_lock lock{submit_mutex};
  187. switch (const VkResult result = master_semaphore->SubmitQueue(
  188. cmdbuf, signal_semaphore, wait_semaphore, signal_value)) {
  189. case VK_SUCCESS:
  190. break;
  191. case VK_ERROR_DEVICE_LOST:
  192. device.ReportLoss();
  193. [[fallthrough]];
  194. default:
  195. vk::Check(result);
  196. break;
  197. }
  198. });
  199. chunk->MarkSubmit();
  200. DispatchWork();
  201. return signal_value;
  202. }
  203. void Scheduler::AllocateNewContext() {
  204. // Enable counters once again. These are disabled when a command buffer is finished.
  205. if (query_cache) {
  206. #if ANDROID
  207. if (Settings::IsGPULevelHigh()) {
  208. // This is problematic on Android, disable on GPU Normal.
  209. query_cache->UpdateCounters();
  210. }
  211. #else
  212. query_cache->UpdateCounters();
  213. #endif
  214. }
  215. }
  216. void Scheduler::InvalidateState() {
  217. state.graphics_pipeline = nullptr;
  218. state.rescaling_defined = false;
  219. state_tracker.InvalidateCommandBufferState();
  220. }
  221. void Scheduler::EndPendingOperations() {
  222. #if ANDROID
  223. if (Settings::IsGPULevelHigh()) {
  224. // This is problematic on Android, disable on GPU Normal.
  225. query_cache->DisableStreams();
  226. }
  227. #else
  228. query_cache->DisableStreams();
  229. #endif
  230. EndRenderPass();
  231. }
  232. void Scheduler::EndRenderPass() {
  233. if (!state.renderpass) {
  234. return;
  235. }
  236. Record([num_images = num_renderpass_images, images = renderpass_images,
  237. ranges = renderpass_image_ranges](vk::CommandBuffer cmdbuf) {
  238. std::array<VkImageMemoryBarrier, 9> barriers;
  239. for (size_t i = 0; i < num_images; ++i) {
  240. barriers[i] = VkImageMemoryBarrier{
  241. .sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
  242. .pNext = nullptr,
  243. .srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT |
  244. VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
  245. .dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT |
  246. VK_ACCESS_COLOR_ATTACHMENT_READ_BIT |
  247. VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT |
  248. VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
  249. VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
  250. .oldLayout = VK_IMAGE_LAYOUT_GENERAL,
  251. .newLayout = VK_IMAGE_LAYOUT_GENERAL,
  252. .srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
  253. .dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
  254. .image = images[i],
  255. .subresourceRange = ranges[i],
  256. };
  257. }
  258. cmdbuf.EndRenderPass();
  259. cmdbuf.PipelineBarrier(VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT |
  260. VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT |
  261. VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
  262. VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, 0, nullptr, nullptr,
  263. vk::Span(barriers.data(), num_images));
  264. });
  265. state.renderpass = nullptr;
  266. num_renderpass_images = 0;
  267. }
  268. void Scheduler::AcquireNewChunk() {
  269. std::scoped_lock rl{reserve_mutex};
  270. if (chunk_reserve.empty()) {
  271. // If we don't have anything reserved, we need to make a new chunk.
  272. chunk = std::make_unique<CommandChunk>();
  273. } else {
  274. // Otherwise, we can just take from the reserve.
  275. chunk = std::move(chunk_reserve.back());
  276. chunk_reserve.pop_back();
  277. }
  278. }
  279. } // namespace Vulkan