1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206
|
/* Copyright (C) 2024 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "SubmitScheduler.h"
#include "ps/ConfigDB.h"
#include "renderer/backend/vulkan/Device.h"
#include "renderer/backend/vulkan/RingCommandContext.h"
#include "renderer/backend/vulkan/SwapChain.h"
#include "renderer/backend/vulkan/Utilities.h"
namespace Renderer
{
namespace Backend
{
namespace Vulkan
{
std::unique_ptr<CSubmitScheduler> CSubmitScheduler::Create(
CDevice* device, const uint32_t queueFamilyIndex, VkQueue queue)
{
std::unique_ptr<CSubmitScheduler> submitScheduler{new CSubmitScheduler{device, queue}};
// Currently we need exactly NUMBER_OF_FRAMES_IN_FLIGHT fences to avoid
// possible overlapping of different work between frames.
constexpr size_t numberOfFences = NUMBER_OF_FRAMES_IN_FLIGHT;
submitScheduler->m_Fences.reserve(numberOfFences);
for (size_t index = 0; index < numberOfFences; ++index)
{
VkFenceCreateInfo fenceCreateInfo{};
fenceCreateInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
VkFence fence = VK_NULL_HANDLE;
RETURN_NULLPTR_IF_NOT_VK_SUCCESS(vkCreateFence(
device->GetVkDevice(), &fenceCreateInfo, nullptr, &fence));
submitScheduler->m_Fences.push_back({fence, INVALID_SUBMIT_HANDLE});
}
for (FrameObject& frameObject : submitScheduler->m_FrameObjects)
{
VkSemaphoreCreateInfo semaphoreCreateInfo{};
semaphoreCreateInfo.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
RETURN_NULLPTR_IF_NOT_VK_SUCCESS(vkCreateSemaphore(
device->GetVkDevice(), &semaphoreCreateInfo, nullptr, &frameObject.acquireImageSemaphore));
RETURN_NULLPTR_IF_NOT_VK_SUCCESS(vkCreateSemaphore(
device->GetVkDevice(), &semaphoreCreateInfo, nullptr, &frameObject.submitDone));
}
submitScheduler->m_AcquireCommandContext = CRingCommandContext::Create(
device, NUMBER_OF_FRAMES_IN_FLIGHT, queueFamilyIndex, *submitScheduler);
if (!submitScheduler->m_AcquireCommandContext)
return nullptr;
submitScheduler->m_PresentCommandContext = CRingCommandContext::Create(
device, NUMBER_OF_FRAMES_IN_FLIGHT, queueFamilyIndex, *submitScheduler);
if (!submitScheduler->m_PresentCommandContext)
return nullptr;
CFG_GET_VAL("renderer.backend.vulkan.debugwaitidlebeforeacquire", submitScheduler->m_DebugWaitIdleBeforeAcquire);
CFG_GET_VAL("renderer.backend.vulkan.debugwaitidlebeforepresent", submitScheduler->m_DebugWaitIdleBeforePresent);
CFG_GET_VAL("renderer.backend.vulkan.debugwaitidleafterpresent", submitScheduler->m_DebugWaitIdleAfterPresent);
return submitScheduler;
}
CSubmitScheduler::CSubmitScheduler(CDevice* device, VkQueue queue)
: m_Device(device), m_Queue(queue)
{
}
CSubmitScheduler::~CSubmitScheduler()
{
VkDevice device = m_Device->GetVkDevice();
for (Fence& fence : m_Fences)
if (fence.value != VK_NULL_HANDLE)
vkDestroyFence(device, fence.value, nullptr);
for (FrameObject& frameObject : m_FrameObjects)
{
if (frameObject.acquireImageSemaphore != VK_NULL_HANDLE)
vkDestroySemaphore(device, frameObject.acquireImageSemaphore, nullptr);
if (frameObject.submitDone != VK_NULL_HANDLE)
vkDestroySemaphore(device, frameObject.submitDone, nullptr);
}
}
bool CSubmitScheduler::AcquireNextImage(CSwapChain& swapChain)
{
if (m_DebugWaitIdleBeforeAcquire)
vkDeviceWaitIdle(m_Device->GetVkDevice());
FrameObject& frameObject = m_FrameObjects[m_FrameID % m_FrameObjects.size()];
if (!swapChain.AcquireNextImage(frameObject.acquireImageSemaphore))
return false;
swapChain.SubmitCommandsAfterAcquireNextImage(*m_AcquireCommandContext);
m_NextWaitSemaphore = frameObject.acquireImageSemaphore;
m_NextWaitDstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
m_AcquireCommandContext->Flush();
return true;
}
void CSubmitScheduler::Present(CSwapChain& swapChain)
{
FrameObject& frameObject = m_FrameObjects[m_FrameID % m_FrameObjects.size()];
swapChain.SubmitCommandsBeforePresent(*m_PresentCommandContext);
m_NextSubmitSignalSemaphore = frameObject.submitDone;
m_PresentCommandContext->Flush();
Flush();
if (m_DebugWaitIdleBeforePresent)
vkDeviceWaitIdle(m_Device->GetVkDevice());
swapChain.Present(frameObject.submitDone, m_Queue);
if (m_DebugWaitIdleAfterPresent)
vkDeviceWaitIdle(m_Device->GetVkDevice());
}
CSubmitScheduler::SubmitHandle CSubmitScheduler::Submit(VkCommandBuffer commandBuffer)
{
m_SubmittedCommandBuffers.emplace_back(commandBuffer);
return m_CurrentHandle;
}
void CSubmitScheduler::WaitUntilFree(const SubmitHandle handle)
{
// We haven't submitted the current handle.
if (handle == m_CurrentHandle)
Flush();
VkDevice device = m_Device->GetVkDevice();
while (!m_SubmittedHandles.empty() && handle >= m_SubmittedHandles.front().value)
{
Fence& fence = m_Fences[m_SubmittedHandles.front().fenceIndex];
ENSURE(fence.inUse);
m_SubmittedHandles.pop();
ENSURE_VK_SUCCESS(vkWaitForFences(device, 1, &fence.value, VK_TRUE, std::numeric_limits<uint64_t>::max()));
ENSURE_VK_SUCCESS(vkResetFences(device, 1, &fence.value));
fence.inUse = false;
fence.lastUsedHandle = INVALID_SUBMIT_HANDLE;
}
}
void CSubmitScheduler::Flush()
{
ENSURE(!m_SubmittedCommandBuffers.empty());
Fence& fence = m_Fences[m_FenceIndex];
if (fence.inUse)
WaitUntilFree(fence.lastUsedHandle);
fence.lastUsedHandle = m_CurrentHandle;
fence.inUse = true;
m_SubmittedHandles.push({m_CurrentHandle, m_FenceIndex});
++m_CurrentHandle;
m_FenceIndex = (m_FenceIndex + 1) % m_Fences.size();
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
if (m_NextWaitSemaphore != VK_NULL_HANDLE)
{
submitInfo.waitSemaphoreCount = 1;
submitInfo.pWaitSemaphores = &m_NextWaitSemaphore;
submitInfo.pWaitDstStageMask = &m_NextWaitDstStageMask;
}
if (m_NextSubmitSignalSemaphore != VK_NULL_HANDLE)
{
submitInfo.signalSemaphoreCount = 1;
submitInfo.pSignalSemaphores = &m_NextSubmitSignalSemaphore;
}
submitInfo.commandBufferCount = m_SubmittedCommandBuffers.size();
submitInfo.pCommandBuffers = m_SubmittedCommandBuffers.data();
ENSURE_VK_SUCCESS(vkQueueSubmit(m_Queue, 1, &submitInfo, fence.value));
m_NextWaitSemaphore = VK_NULL_HANDLE;
m_NextWaitDstStageMask = 0;
m_NextSubmitSignalSemaphore = VK_NULL_HANDLE;
m_SubmittedCommandBuffers.clear();
}
} // namespace Vulkan
} // namespace Backend
} // namespace Renderer
|