dolphin/Source/Core/VideoBackends/Vulkan/CommandBufferManager.h
Lioncash 2b9389202e VideoCommon: Remove unused MathUtil.h include from VideoCommon.h
This header doesn't actually make use of MathUtil.h within itself, so
this can be removed. Many other source files used VideoCommon.h as an
indirect include to include MathUtil.h, so these includes can also be
adjusted.

While we're at it, we can also migrate valid inclusions of VideoCommon.h
into cpp files where it can feasibly be done to minimize propagating it
via other headers.
2019-07-16 20:54:34 -04:00

146 lines
5.1 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/Flag.h"
#include "Common/Semaphore.h"
#include "VideoBackends/Vulkan/Constants.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);
// Fence "counters" are used to track which commands have been completed by the GPU.
// If the last completed fence counter is greater or equal to N, it means that the work
// associated counter N has been completed by the GPU. The value of N to associate with
// commands can be retreived by calling GetCurrentFenceCounter().
u64 GetCompletedFenceCounter() const { return m_completed_fence_counter; }
// 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.
u64 GetCurrentFenceCounter() const { return m_frame_resources[m_current_frame].fence_counter; }
// Returns the semaphore for the current command buffer, which can be used to ensure the
// swap chain image is ready before the command buffer executes.
VkSemaphore GetCurrentCommandBufferSemaphore()
{
m_frame_resources[m_current_frame].semaphore_used = true;
return m_frame_resources[m_current_frame].semaphore;
}
// Ensure that the worker thread has submitted any previous command buffers and is idle.
void WaitForWorkerThreadIdle();
// Wait for a fence to be completed.
// Also invokes callbacks for completion.
void WaitForFenceCounter(u64 fence_counter);
void SubmitCommandBuffer(bool submit_on_worker_thread, bool wait_for_completion,
VkSwapchainKHR present_swap_chain = VK_NULL_HANDLE,
uint32_t present_image_index = 0xFFFFFFFF);
// Was the last present submitted to the queue a failure? If so, we must recreate our swapchain.
bool CheckLastPresentFail() { return m_present_failed_flag.TestAndClear(); }
// 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);
private:
bool CreateCommandBuffers();
void DestroyCommandBuffers();
bool CreateSubmitThread();
void WaitForCommandBufferCompletion(u32 command_buffer_index);
void SubmitCommandBuffer(u32 command_buffer_index, VkSwapchainKHR present_swap_chain,
u32 present_image_index);
void BeginCommandBuffer();
struct FrameResources
{
// [0] - Init (upload) command buffer, [1] - draw command buffer
VkCommandPool command_pool = VK_NULL_HANDLE;
std::array<VkCommandBuffer, 2> command_buffers = {};
VkDescriptorPool descriptor_pool = VK_NULL_HANDLE;
VkFence fence = VK_NULL_HANDLE;
VkSemaphore semaphore = VK_NULL_HANDLE;
u64 fence_counter = 0;
bool init_command_buffer_used = false;
bool semaphore_used = false;
std::vector<std::function<void()>> cleanup_resources;
};
u64 m_next_fence_counter = 1;
u64 m_completed_fence_counter = 0;
std::array<FrameResources, NUM_COMMAND_BUFFERS> m_frame_resources;
u32 m_current_frame;
// 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
{
VkSwapchainKHR present_swap_chain;
u32 present_image_index;
u32 command_buffer_index;
};
VkSemaphore m_present_semaphore = VK_NULL_HANDLE;
std::deque<PendingCommandBufferSubmit> m_pending_submits;
std::mutex m_pending_submit_lock;
Common::Flag m_present_failed_flag;
bool m_use_threaded_submission = false;
};
extern std::unique_ptr<CommandBufferManager> g_command_buffer_mgr;
} // namespace Vulkan