Merge pull request #2146 from ReinUsesLisp/vulkan-scheduler
vk_scheduler: Implement a scheduler
This commit is contained in:
commit
f7090bacc5
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@ -109,7 +109,9 @@ if (ENABLE_VULKAN)
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renderer_vulkan/vk_memory_manager.cpp
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renderer_vulkan/vk_memory_manager.cpp
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renderer_vulkan/vk_memory_manager.h
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renderer_vulkan/vk_memory_manager.h
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renderer_vulkan/vk_resource_manager.cpp
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renderer_vulkan/vk_resource_manager.cpp
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renderer_vulkan/vk_resource_manager.h)
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renderer_vulkan/vk_resource_manager.h
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renderer_vulkan/vk_scheduler.cpp
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renderer_vulkan/vk_scheduler.h)
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target_include_directories(video_core PRIVATE ../../externals/Vulkan-Headers/include)
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target_include_directories(video_core PRIVATE ../../externals/Vulkan-Headers/include)
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target_compile_definitions(video_core PRIVATE HAS_VULKAN)
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target_compile_definitions(video_core PRIVATE HAS_VULKAN)
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@ -0,0 +1,60 @@
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// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include "video_core/renderer_vulkan/declarations.h"
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#include "video_core/renderer_vulkan/vk_device.h"
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#include "video_core/renderer_vulkan/vk_resource_manager.h"
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#include "video_core/renderer_vulkan/vk_scheduler.h"
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namespace Vulkan {
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VKScheduler::VKScheduler(const VKDevice& device, VKResourceManager& resource_manager)
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: device{device}, resource_manager{resource_manager} {
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next_fence = &resource_manager.CommitFence();
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AllocateNewContext();
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}
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VKScheduler::~VKScheduler() = default;
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VKExecutionContext VKScheduler::GetExecutionContext() const {
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return VKExecutionContext(current_fence, current_cmdbuf);
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}
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VKExecutionContext VKScheduler::Flush(vk::Semaphore semaphore) {
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SubmitExecution(semaphore);
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current_fence->Release();
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AllocateNewContext();
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return GetExecutionContext();
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}
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VKExecutionContext VKScheduler::Finish(vk::Semaphore semaphore) {
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SubmitExecution(semaphore);
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current_fence->Wait();
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current_fence->Release();
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AllocateNewContext();
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return GetExecutionContext();
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}
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void VKScheduler::SubmitExecution(vk::Semaphore semaphore) {
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const auto& dld = device.GetDispatchLoader();
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current_cmdbuf.end(dld);
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const auto queue = device.GetGraphicsQueue();
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const vk::SubmitInfo submit_info(0, nullptr, nullptr, 1, ¤t_cmdbuf, semaphore ? 1u : 0u,
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&semaphore);
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queue.submit({submit_info}, *current_fence, dld);
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}
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void VKScheduler::AllocateNewContext() {
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current_fence = next_fence;
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current_cmdbuf = resource_manager.CommitCommandBuffer(*current_fence);
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next_fence = &resource_manager.CommitFence();
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const auto& dld = device.GetDispatchLoader();
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current_cmdbuf.begin({vk::CommandBufferUsageFlagBits::eOneTimeSubmit}, dld);
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}
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} // namespace Vulkan
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@ -0,0 +1,69 @@
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// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include "common/common_types.h"
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#include "video_core/renderer_vulkan/declarations.h"
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namespace Vulkan {
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class VKDevice;
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class VKExecutionContext;
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class VKFence;
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class VKResourceManager;
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/// The scheduler abstracts command buffer and fence management with an interface that's able to do
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/// OpenGL-like operations on Vulkan command buffers.
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class VKScheduler {
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public:
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explicit VKScheduler(const VKDevice& device, VKResourceManager& resource_manager);
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~VKScheduler();
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/// Gets the current execution context.
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[[nodiscard]] VKExecutionContext GetExecutionContext() const;
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/// Sends the current execution context to the GPU. It invalidates the current execution context
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/// and returns a new one.
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VKExecutionContext Flush(vk::Semaphore semaphore = nullptr);
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/// Sends the current execution context to the GPU and waits for it to complete. It invalidates
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/// the current execution context and returns a new one.
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VKExecutionContext Finish(vk::Semaphore semaphore = nullptr);
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private:
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void SubmitExecution(vk::Semaphore semaphore);
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void AllocateNewContext();
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const VKDevice& device;
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VKResourceManager& resource_manager;
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vk::CommandBuffer current_cmdbuf;
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VKFence* current_fence = nullptr;
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VKFence* next_fence = nullptr;
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};
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class VKExecutionContext {
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friend class VKScheduler;
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public:
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VKExecutionContext() = default;
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VKFence& GetFence() const {
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return *fence;
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}
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vk::CommandBuffer GetCommandBuffer() const {
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return cmdbuf;
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}
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private:
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explicit VKExecutionContext(VKFence* fence, vk::CommandBuffer cmdbuf)
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: fence{fence}, cmdbuf{cmdbuf} {}
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VKFence* fence{};
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vk::CommandBuffer cmdbuf;
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};
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} // namespace Vulkan
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