mirror of
https://github.com/libretro/parallel-gx1.git
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266 lines
9.0 KiB
C++
266 lines
9.0 KiB
C++
// Copyright 2016 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoBackends/Vulkan/VKStreamBuffer.h"
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#include "Common/Align.h"
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#include "Common/Assert.h"
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#include "Common/MsgHandler.h"
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#include "VideoBackends/Vulkan/CommandBufferManager.h"
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#include "VideoBackends/Vulkan/VulkanContext.h"
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namespace Vulkan
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{
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StreamBuffer::~StreamBuffer()
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{
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if (m_buffer != VK_NULL_HANDLE)
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g_command_buffer_mgr->DeferBufferDestruction(m_buffer, m_alloc);
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}
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bool StreamBuffer::Init(VkBufferUsageFlags usage, u32 size, enum vk_heap_usage heap_usage)
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{
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m_usage = usage;
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m_heap_usage = heap_usage;
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m_size = size;
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return AllocateBuffer();
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}
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bool StreamBuffer::AllocateBuffer()
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{
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// Create the buffer descriptor
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VkBufferCreateInfo buffer_create_info = {
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VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO, // VkStructureType sType
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nullptr, // const void* pNext
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0, // VkBufferCreateFlags flags
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static_cast<VkDeviceSize>(m_size), // VkDeviceSize size
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m_usage, // VkBufferUsageFlags usage
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VK_SHARING_MODE_EXCLUSIVE, // VkSharingMode sharingMode
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0, // uint32_t queueFamilyIndexCount
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nullptr // const uint32_t* pQueueFamilyIndices
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};
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// Host-visible system memory, mapped for the buffer's life: vertices,
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// indices, uniforms and texels are written straight into what the GPU reads.
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// Host visible VRAM is slower in practice.
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VkBuffer buffer = VK_NULL_HANDLE;
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vk_heap_alloc_t alloc;
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VkResult res = vk_heap_create_buffer(g_vulkan_context->GetHeap(), &buffer_create_info,
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m_heap_usage, &buffer, &alloc);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vk_heap_create_buffer failed: ");
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return false;
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}
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// Destroy the backings for the buffer after the command buffer executes
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if (m_buffer != VK_NULL_HANDLE)
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g_command_buffer_mgr->DeferBufferDestruction(m_buffer, m_alloc);
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// Replace with the new buffer
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m_buffer = buffer;
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m_alloc = alloc;
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m_host_pointer = static_cast<u8*>(alloc.mapped);
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m_current_offset = 0;
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m_current_gpu_position = 0;
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m_num_tracked = 0;
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return true;
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}
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bool StreamBuffer::ReserveMemory(u32 num_bytes, u32 alignment)
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{
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const u32 required_bytes = num_bytes + alignment;
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// Check for sane allocations
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if (required_bytes > m_size)
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{
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PanicAlertFmt("Attempting to allocate {} bytes from a {} byte stream buffer", num_bytes,
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m_size);
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return false;
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}
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// Is the GPU behind or up to date with our current offset?
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UpdateCurrentFencePosition();
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if (m_current_offset >= m_current_gpu_position)
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{
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const u32 remaining_bytes = m_size - m_current_offset;
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if (required_bytes <= remaining_bytes)
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{
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// Place at the current position, after the GPU position.
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m_current_offset = Common::AlignUp(m_current_offset, alignment);
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m_last_allocation_size = num_bytes;
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return true;
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}
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// Check for space at the start of the buffer
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// We use < here because we don't want to have the case of m_current_offset ==
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// m_current_gpu_position. That would mean the code above would assume the
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// GPU has caught up to us, which it hasn't.
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if (required_bytes < m_current_gpu_position)
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{
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// Reset offset to zero, since we're allocating behind the gpu now
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m_current_offset = 0;
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m_last_allocation_size = num_bytes;
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return true;
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}
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}
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// Is the GPU ahead of our current offset?
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if (m_current_offset < m_current_gpu_position)
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{
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// We have from m_current_offset..m_current_gpu_position space to use.
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const u32 remaining_bytes = m_current_gpu_position - m_current_offset;
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if (required_bytes < remaining_bytes)
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{
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// Place at the current position, since this is still behind the GPU.
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m_current_offset = Common::AlignUp(m_current_offset, alignment);
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m_last_allocation_size = num_bytes;
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return true;
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}
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}
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// Can we find a fence to wait on that will give us enough memory?
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if (WaitForClearSpace(required_bytes))
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{
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m_current_offset = Common::AlignUp(m_current_offset, alignment);
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m_last_allocation_size = num_bytes;
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return true;
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}
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// We tried everything we could, and still couldn't get anything. This means that too much space
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// in the buffer is being used by the command buffer currently being recorded. Therefore, the
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// only option is to execute it, and wait until it's done.
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return false;
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}
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void StreamBuffer::CommitMemory(u32 final_num_bytes)
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{
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ASSERT((m_current_offset + final_num_bytes) <= m_size);
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ASSERT(final_num_bytes <= m_last_allocation_size);
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// For non-coherent mappings, flush the memory range; nothing to do on coherent memory
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vk_heap_flush(g_vulkan_context->GetHeap(), &m_alloc, m_current_offset, final_num_bytes);
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m_current_offset += final_num_bytes;
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}
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void StreamBuffer::UpdateCurrentFencePosition()
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{
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// Don't create a tracking entry if the GPU is caught up with the buffer.
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if (m_current_offset == m_current_gpu_position)
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return;
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// Has the offset changed since the last fence?
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const u64 counter = g_command_buffer_mgr->GetCurrentFenceCounter();
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if (m_num_tracked && Tracked(m_num_tracked - 1).counter == counter)
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{
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// Still haven't executed a command buffer, so just update the offset.
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Tracked(m_num_tracked - 1).offset = m_current_offset;
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return;
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}
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// New buffer, so update the GPU position while we're at it.
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UpdateGPUPosition();
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if (m_num_tracked == TRACKED_FENCES)
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{
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// Never with fewer command buffers in flight than the ring holds; made room for all the same.
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g_command_buffer_mgr->WaitForFenceCounter(Tracked(0).counter);
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m_current_gpu_position = Tracked(0).offset;
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DropTracked(1);
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}
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TrackedFence& fence = Tracked(m_num_tracked++);
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fence.counter = counter;
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fence.offset = m_current_offset;
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}
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void StreamBuffer::UpdateGPUPosition()
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{
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const u64 completed_counter = g_command_buffer_mgr->GetCompletedFenceCounter();
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u32 done = 0;
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while (done < m_num_tracked && completed_counter >= Tracked(done).counter)
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{
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m_current_gpu_position = Tracked(done).offset;
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done++;
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}
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DropTracked(done);
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}
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bool StreamBuffer::WaitForClearSpace(u32 num_bytes)
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{
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u32 new_offset = 0;
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u32 new_gpu_position = 0;
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u32 i = 0;
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for (; i < m_num_tracked; i++)
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{
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// Would this fence bring us in line with the GPU?
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// This is the "last resort" case, where a command buffer execution has been forced
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// after no additional data has been written to it, so we can assume that after the
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// fence has been signaled the entire buffer is now consumed.
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u32 gpu_position = Tracked(i).offset;
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if (m_current_offset == gpu_position)
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{
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new_offset = 0;
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new_gpu_position = 0;
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break;
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}
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// Assuming that we wait for this fence, are we allocating in front of the GPU?
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if (m_current_offset > gpu_position)
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{
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// This would suggest the GPU has now followed us and wrapped around, so we have from
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// m_current_position..m_size free, as well as and 0..gpu_position.
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const u32 remaining_space_after_offset = m_size - m_current_offset;
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if (remaining_space_after_offset >= num_bytes)
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{
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// Switch to allocating in front of the GPU, using the remainder of the buffer.
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new_offset = m_current_offset;
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new_gpu_position = gpu_position;
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break;
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}
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// We can wrap around to the start, behind the GPU, if there is enough space.
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// We use > here because otherwise we'd end up lining up with the GPU, and then the
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// allocator would assume that the GPU has consumed what we just wrote.
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if (gpu_position > num_bytes)
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{
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new_offset = 0;
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new_gpu_position = gpu_position;
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break;
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}
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}
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else
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{
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// We're currently allocating behind the GPU. This would give us between the current
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// offset and the GPU position worth of space to work with. Again, > because we can't
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// align the GPU position with the buffer offset.
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u32 available_space_inbetween = gpu_position - m_current_offset;
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if (available_space_inbetween > num_bytes)
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{
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// Leave the offset as-is, but update the GPU position.
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new_offset = m_current_offset;
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new_gpu_position = gpu_position;
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break;
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}
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}
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}
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// Did any fences satisfy this condition?
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// Has the command buffer been executed yet? If not, the caller should execute it.
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if (i == m_num_tracked || Tracked(i).counter == g_command_buffer_mgr->GetCurrentFenceCounter())
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{
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return false;
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}
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// Wait until this fence is signaled. This will fire the callback, updating the GPU position.
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g_command_buffer_mgr->WaitForFenceCounter(Tracked(i).counter);
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DropTracked(m_current_offset == Tracked(i).offset ? m_num_tracked : i + 1);
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m_current_offset = new_offset;
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m_current_gpu_position = new_gpu_position;
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return true;
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}
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} // namespace Vulkan
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