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// Copyright 2016 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoBackends/Vulkan/VKStreamBuffer.h"
#include "Common/Align.h"
#include "Common/Assert.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/Vulkan/CommandBufferManager.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
namespace Vulkan
{
StreamBuffer::~StreamBuffer()
{
if (m_buffer != VK_NULL_HANDLE)
g_command_buffer_mgr->DeferBufferDestruction(m_buffer, m_alloc);
}
bool StreamBuffer::Init(VkBufferUsageFlags usage, u32 size, enum vk_heap_usage heap_usage)
{
m_usage = usage;
m_heap_usage = heap_usage;
m_size = size;
return AllocateBuffer();
}
bool StreamBuffer::AllocateBuffer()
{
// Create the buffer descriptor
VkBufferCreateInfo buffer_create_info = {
VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO, // VkStructureType sType
nullptr, // const void* pNext
0, // VkBufferCreateFlags flags
static_cast<VkDeviceSize>(m_size), // VkDeviceSize size
m_usage, // VkBufferUsageFlags usage
VK_SHARING_MODE_EXCLUSIVE, // VkSharingMode sharingMode
0, // uint32_t queueFamilyIndexCount
nullptr // const uint32_t* pQueueFamilyIndices
};
// Host-visible system memory, mapped for the buffer's life: vertices,
// indices, uniforms and texels are written straight into what the GPU reads.
// Host visible VRAM is slower in practice.
VkBuffer buffer = VK_NULL_HANDLE;
vk_heap_alloc_t alloc;
VkResult res = vk_heap_create_buffer(g_vulkan_context->GetHeap(), &buffer_create_info,
m_heap_usage, &buffer, &alloc);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vk_heap_create_buffer failed: ");
return false;
}
// Destroy the backings for the buffer after the command buffer executes
if (m_buffer != VK_NULL_HANDLE)
g_command_buffer_mgr->DeferBufferDestruction(m_buffer, m_alloc);
// Replace with the new buffer
m_buffer = buffer;
m_alloc = alloc;
m_host_pointer = static_cast<u8*>(alloc.mapped);
m_current_offset = 0;
m_current_gpu_position = 0;
m_num_tracked = 0;
return true;
}
bool StreamBuffer::ReserveMemory(u32 num_bytes, u32 alignment)
{
const u32 required_bytes = num_bytes + alignment;
// Check for sane allocations
if (required_bytes > m_size)
{
PanicAlertFmt("Attempting to allocate {} bytes from a {} byte stream buffer", num_bytes,
m_size);
return false;
}
// Is the GPU behind or up to date with our current offset?
UpdateCurrentFencePosition();
if (m_current_offset >= m_current_gpu_position)
{
const u32 remaining_bytes = m_size - m_current_offset;
if (required_bytes <= remaining_bytes)
{
// Place at the current position, after the GPU position.
m_current_offset = Common::AlignUp(m_current_offset, alignment);
m_last_allocation_size = num_bytes;
return true;
}
// Check for space at the start of the buffer
// We use < here because we don't want to have the case of m_current_offset ==
// m_current_gpu_position. That would mean the code above would assume the
// GPU has caught up to us, which it hasn't.
if (required_bytes < m_current_gpu_position)
{
// Reset offset to zero, since we're allocating behind the gpu now
m_current_offset = 0;
m_last_allocation_size = num_bytes;
return true;
}
}
// Is the GPU ahead of our current offset?
if (m_current_offset < m_current_gpu_position)
{
// We have from m_current_offset..m_current_gpu_position space to use.
const u32 remaining_bytes = m_current_gpu_position - m_current_offset;
if (required_bytes < remaining_bytes)
{
// Place at the current position, since this is still behind the GPU.
m_current_offset = Common::AlignUp(m_current_offset, alignment);
m_last_allocation_size = num_bytes;
return true;
}
}
// Can we find a fence to wait on that will give us enough memory?
if (WaitForClearSpace(required_bytes))
{
m_current_offset = Common::AlignUp(m_current_offset, alignment);
m_last_allocation_size = num_bytes;
return true;
}
// We tried everything we could, and still couldn't get anything. This means that too much space
// in the buffer is being used by the command buffer currently being recorded. Therefore, the
// only option is to execute it, and wait until it's done.
return false;
}
void StreamBuffer::CommitMemory(u32 final_num_bytes)
{
ASSERT((m_current_offset + final_num_bytes) <= m_size);
ASSERT(final_num_bytes <= m_last_allocation_size);
// For non-coherent mappings, flush the memory range; nothing to do on coherent memory
vk_heap_flush(g_vulkan_context->GetHeap(), &m_alloc, m_current_offset, final_num_bytes);
m_current_offset += final_num_bytes;
}
void StreamBuffer::UpdateCurrentFencePosition()
{
// Don't create a tracking entry if the GPU is caught up with the buffer.
if (m_current_offset == m_current_gpu_position)
return;
// Has the offset changed since the last fence?
const u64 counter = g_command_buffer_mgr->GetCurrentFenceCounter();
if (m_num_tracked && Tracked(m_num_tracked - 1).counter == counter)
{
// Still haven't executed a command buffer, so just update the offset.
Tracked(m_num_tracked - 1).offset = m_current_offset;
return;
}
// New buffer, so update the GPU position while we're at it.
UpdateGPUPosition();
if (m_num_tracked == TRACKED_FENCES)
{
// Never with fewer command buffers in flight than the ring holds; made room for all the same.
g_command_buffer_mgr->WaitForFenceCounter(Tracked(0).counter);
m_current_gpu_position = Tracked(0).offset;
DropTracked(1);
}
TrackedFence& fence = Tracked(m_num_tracked++);
fence.counter = counter;
fence.offset = m_current_offset;
}
void StreamBuffer::UpdateGPUPosition()
{
const u64 completed_counter = g_command_buffer_mgr->GetCompletedFenceCounter();
u32 done = 0;
while (done < m_num_tracked && completed_counter >= Tracked(done).counter)
{
m_current_gpu_position = Tracked(done).offset;
done++;
}
DropTracked(done);
}
bool StreamBuffer::WaitForClearSpace(u32 num_bytes)
{
u32 new_offset = 0;
u32 new_gpu_position = 0;
u32 i = 0;
for (; i < m_num_tracked; i++)
{
// Would this fence bring us in line with the GPU?
// This is the "last resort" case, where a command buffer execution has been forced
// after no additional data has been written to it, so we can assume that after the
// fence has been signaled the entire buffer is now consumed.
u32 gpu_position = Tracked(i).offset;
if (m_current_offset == gpu_position)
{
new_offset = 0;
new_gpu_position = 0;
break;
}
// Assuming that we wait for this fence, are we allocating in front of the GPU?
if (m_current_offset > gpu_position)
{
// This would suggest the GPU has now followed us and wrapped around, so we have from
// m_current_position..m_size free, as well as and 0..gpu_position.
const u32 remaining_space_after_offset = m_size - m_current_offset;
if (remaining_space_after_offset >= num_bytes)
{
// Switch to allocating in front of the GPU, using the remainder of the buffer.
new_offset = m_current_offset;
new_gpu_position = gpu_position;
break;
}
// We can wrap around to the start, behind the GPU, if there is enough space.
// We use > here because otherwise we'd end up lining up with the GPU, and then the
// allocator would assume that the GPU has consumed what we just wrote.
if (gpu_position > num_bytes)
{
new_offset = 0;
new_gpu_position = gpu_position;
break;
}
}
else
{
// We're currently allocating behind the GPU. This would give us between the current
// offset and the GPU position worth of space to work with. Again, > because we can't
// align the GPU position with the buffer offset.
u32 available_space_inbetween = gpu_position - m_current_offset;
if (available_space_inbetween > num_bytes)
{
// Leave the offset as-is, but update the GPU position.
new_offset = m_current_offset;
new_gpu_position = gpu_position;
break;
}
}
}
// Did any fences satisfy this condition?
// Has the command buffer been executed yet? If not, the caller should execute it.
if (i == m_num_tracked || Tracked(i).counter == g_command_buffer_mgr->GetCurrentFenceCounter())
{
return false;
}
// Wait until this fence is signaled. This will fire the callback, updating the GPU position.
g_command_buffer_mgr->WaitForFenceCounter(Tracked(i).counter);
DropTracked(m_current_offset == Tracked(i).offset ? m_num_tracked : i + 1);
m_current_offset = new_offset;
m_current_gpu_position = new_gpu_position;
return true;
}
} // namespace Vulkan