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authorStenzek <stenzek@users.noreply.github.com>2016-11-10 21:33:09 +1000
committerGitHub <noreply@github.com>2016-11-10 21:33:09 +1000
commitccb39e9907869ea4eb996f4cf5bf37d53daa7b2a (patch)
treef7edd4aa9382e133d37eae99c46809fbc8f6391f /Source
parente05553acfc23896b710314434535e4e006373885 (diff)
parent38c3ca5cd4c7a5e4d9d36ff57b9aa88d51fafd3a (diff)
Merge pull request #4435 from stenzek/vulkan-async-framedump
Vulkan: Implement asynchronous frame dumping.
Diffstat (limited to 'Source')
-rw-r--r--Source/Core/VideoBackends/Vulkan/Renderer.cpp199
-rw-r--r--Source/Core/VideoBackends/Vulkan/Renderer.h41
2 files changed, 193 insertions, 47 deletions
diff --git a/Source/Core/VideoBackends/Vulkan/Renderer.cpp b/Source/Core/VideoBackends/Vulkan/Renderer.cpp
index 0449d49f14..5eb2d05367 100644
--- a/Source/Core/VideoBackends/Vulkan/Renderer.cpp
+++ b/Source/Core/VideoBackends/Vulkan/Renderer.cpp
@@ -64,6 +64,11 @@ Renderer::~Renderer()
{
g_Config.bRunning = false;
UpdateActiveConfig();
+
+ // Ensure all frames are written to frame dump at shutdown.
+ if (m_frame_dumping_active)
+ EndFrameDumping();
+
DestroyFrameDumpResources();
DestroyShaders();
DestroySemaphores();
@@ -490,16 +495,21 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
StateTracker::GetInstance()->EndRenderPass();
StateTracker::GetInstance()->OnEndFrame();
- // Draw to the screenshot buffer if needed.
- // We don't actually copy it to the frame dump here, instead we submit the present to the screen
- // and the readback in one command buffer, wait for it, and then dump the frame. This allows us
- // to render to the screen and dump the frame in one command buffer instead of two.
- VkFence frame_dump_fence = g_command_buffer_mgr->GetCurrentCommandBufferFence();
- bool dump_this_frame = IsFrameDumping() && DrawFrameDump(rc, xfb_addr, xfb_sources, xfb_count,
- fb_width, fb_stride, fb_height);
+ // Render the frame dump image if enabled.
+ if (IsFrameDumping())
+ {
+ // If we haven't dumped a single frame yet, set up frame dumping.
+ if (!m_frame_dumping_active)
+ StartFrameDumping();
- // If we're dumping frames, don't bother waking the worker thread, since we have to wait anyway.
- bool submit_on_background_thread = !dump_this_frame;
+ DrawFrameDump(rc, xfb_addr, xfb_sources, xfb_count, fb_width, fb_stride, fb_height, ticks);
+ }
+ else
+ {
+ // If frame dumping was previously enabled, flush all frames and remove the fence callback.
+ if (m_frame_dumping_active)
+ EndFrameDumping();
+ }
// Ensure the worker thread is not still submitting a previous command buffer.
// In other words, the last frame has been submitted (otherwise the next call would
@@ -516,23 +526,13 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
// the available semaphore to be signaled before executing the buffer. This final submission
// can happen off-thread in the background while we're preparing the next frame.
g_command_buffer_mgr->SubmitCommandBuffer(
- submit_on_background_thread, m_image_available_semaphore, m_rendering_finished_semaphore,
+ true, m_image_available_semaphore, m_rendering_finished_semaphore,
m_swap_chain->GetSwapChain(), m_swap_chain->GetCurrentImageIndex());
}
else
{
// No swap chain, just execute command buffer.
- g_command_buffer_mgr->SubmitCommandBuffer(submit_on_background_thread);
- }
-
- // If we're dumping frames, wait for the GPU to complete these commands, and then copy the image.
- // NOTE: This call must come immediately after submitting the command buffer. Placing any other
- // function calls between the submit and wait could cause another command buffer to be submitted,
- // making frame_dump_fence refer to an incorrect fence.
- if (dump_this_frame)
- {
- g_command_buffer_mgr->WaitForFence(frame_dump_fence);
- DumpFrame(ticks);
+ g_command_buffer_mgr->SubmitCommandBuffer(true);
}
// NOTE: It is important that no rendering calls are made to the EFB between submitting the
@@ -704,7 +704,7 @@ void Renderer::DrawScreen(const EFBRectangle& rc, u32 xfb_addr,
bool Renderer::DrawFrameDump(const EFBRectangle& rc, u32 xfb_addr,
const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
- u32 fb_stride, u32 fb_height)
+ u32 fb_stride, u32 fb_height, u64 ticks)
{
// Draw the screenshot to an image containing only the active screen area, removing any
// borders as a result of the game rendering in a different aspect ratio.
@@ -737,22 +737,136 @@ bool Renderer::DrawFrameDump(const EFBRectangle& rc, u32 xfb_addr,
xfb_sources, xfb_count, fb_width, fb_stride, fb_height);
vkCmdEndRenderPass(g_command_buffer_mgr->GetCurrentCommandBuffer());
- // Copy to the readback texture.
- m_frame_dump_readback_texture->CopyFromImage(
- g_command_buffer_mgr->GetCurrentCommandBuffer(), m_frame_dump_render_texture->GetImage(),
- VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, width, height, 0, 0);
+ // Prepare the readback texture for copying.
+ StagingTexture2D* readback_texture = PrepareFrameDumpImage(width, height, ticks);
+ if (!readback_texture)
+ return false;
+ // Queue a copy to the current frame dump buffer. It will be written to the frame dump later.
+ readback_texture->CopyFromImage(g_command_buffer_mgr->GetCurrentCommandBuffer(),
+ m_frame_dump_render_texture->GetImage(),
+ VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, width, height, 0, 0);
return true;
}
-void Renderer::DumpFrame(u64 ticks)
+void Renderer::StartFrameDumping()
+{
+ _assert_(!m_frame_dumping_active);
+
+ // Register fence callback so that we know when frames are ready to be written to the dump.
+ // This is done by clearing the fence pointer, so WriteFrameDumpFrame doesn't have to wait.
+ auto queued_callback = [](VkCommandBuffer, VkFence) {};
+ auto signaled_callback = std::bind(&Renderer::OnFrameDumpImageReady, this, std::placeholders::_1);
+
+ // We use the array pointer as a key here, that way if Renderer needed fence callbacks in
+ // the future it could be used without conflicting.
+ // We're not interested in when fences are submitted, so the first callback is a no-op.
+ g_command_buffer_mgr->AddFencePointCallback(
+ m_frame_dump_images.data(), std::move(queued_callback), std::move(signaled_callback));
+ m_frame_dumping_active = true;
+}
+
+void Renderer::EndFrameDumping()
{
- AVIDump::Frame state = AVIDump::FetchState(ticks);
- DumpFrameData(reinterpret_cast<const u8*>(m_frame_dump_readback_texture->GetMapPointer()),
- static_cast<int>(m_frame_dump_render_texture->GetWidth()),
- static_cast<int>(m_frame_dump_render_texture->GetHeight()),
- static_cast<int>(m_frame_dump_readback_texture->GetRowStride()), state);
+ _assert_(m_frame_dumping_active);
+
+ // Write any pending frames to the frame dump.
+ FlushFrameDump();
+
+ // Remove the fence callback that we registered earlier, one less function that needs to be
+ // called when preparing a command buffer.
+ g_command_buffer_mgr->RemoveFencePointCallback(m_frame_dump_images.data());
+ m_frame_dumping_active = false;
+}
+
+void Renderer::OnFrameDumpImageReady(VkFence fence)
+{
+ for (FrameDumpImage& frame : m_frame_dump_images)
+ {
+ // fence being a null handle means that we don't have to wait to re-use this image.
+ if (frame.fence == fence)
+ frame.fence = VK_NULL_HANDLE;
+ }
+}
+
+void Renderer::WriteFrameDumpImage(size_t index)
+{
+ FrameDumpImage& frame = m_frame_dump_images[index];
+ _assert_(frame.pending);
+
+ // Check fence has been signaled.
+ // The callback here should set fence to null.
+ if (frame.fence != VK_NULL_HANDLE)
+ {
+ g_command_buffer_mgr->WaitForFence(frame.fence);
+ _assert_(frame.fence == VK_NULL_HANDLE);
+ }
+
+ // Copy the now-populated image data to the output file.
+ DumpFrameData(reinterpret_cast<const u8*>(frame.readback_texture->GetMapPointer()),
+ static_cast<int>(frame.readback_texture->GetWidth()),
+ static_cast<int>(frame.readback_texture->GetHeight()),
+ static_cast<int>(frame.readback_texture->GetRowStride()), frame.dump_state);
+
+ frame.pending = false;
+}
+
+StagingTexture2D* Renderer::PrepareFrameDumpImage(u32 width, u32 height, u64 ticks)
+{
+ // Ensure the last frame that was sent to the frame dump has completed encoding before we send
+ // the next image to it.
FinishFrameData();
+
+ // If the last image hasn't been written to the frame dump yet, write it now.
+ // This is necessary so that the worker thread is no more than one frame behind, and the pointer
+ // (which is actually the buffer) is safe for us to re-use next time.
+ if (m_frame_dump_images[m_current_frame_dump_image].pending)
+ WriteFrameDumpImage(m_current_frame_dump_image);
+
+ // Move to the next image buffer
+ m_current_frame_dump_image = (m_current_frame_dump_image + 1) % FRAME_DUMP_BUFFERED_FRAMES;
+ FrameDumpImage& image = m_frame_dump_images[m_current_frame_dump_image];
+
+ // Ensure the dimensions of the readback texture are sufficient.
+ if (!image.readback_texture || width != image.readback_texture->GetWidth() ||
+ height != image.readback_texture->GetHeight())
+ {
+ // Allocate a new readback texture.
+ // The reset() call is here so that the memory is released before allocating the new texture.
+ image.readback_texture.reset();
+ image.readback_texture = StagingTexture2D::Create(STAGING_BUFFER_TYPE_READBACK, width, height,
+ EFB_COLOR_TEXTURE_FORMAT);
+
+ if (!image.readback_texture || !image.readback_texture->Map())
+ {
+ // Not actually fatal, just means we can't dump this frame.
+ PanicAlert("Failed to allocate frame dump readback texture.");
+ image.readback_texture.reset();
+ return nullptr;
+ }
+ }
+
+ // The copy happens immediately after this function returns, so flag this frame as pending.
+ image.fence = g_command_buffer_mgr->GetCurrentCommandBufferFence();
+ image.dump_state = AVIDump::FetchState(ticks);
+ image.pending = true;
+ return image.readback_texture.get();
+}
+
+void Renderer::FlushFrameDump()
+{
+ // We must write frames in order, so this is why we use a counter rather than a range.
+ for (size_t i = 0; i < FRAME_DUMP_BUFFERED_FRAMES; i++)
+ {
+ if (m_frame_dump_images[m_current_frame_dump_image].pending)
+ WriteFrameDumpImage(m_current_frame_dump_image);
+
+ m_current_frame_dump_image = (m_current_frame_dump_image + 1) % FRAME_DUMP_BUFFERED_FRAMES;
+ }
+
+ // Since everything has been written now, may as well start at index zero.
+ // count-1 here because the index is incremented before usage.
+ m_current_frame_dump_image = FRAME_DUMP_BUFFERED_FRAMES - 1;
}
void Renderer::BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_rect,
@@ -812,14 +926,10 @@ bool Renderer::ResizeFrameDumpBuffer(u32 new_width, u32 new_height)
VK_SAMPLE_COUNT_1_BIT, VK_IMAGE_VIEW_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT);
- m_frame_dump_readback_texture = StagingTexture2D::Create(STAGING_BUFFER_TYPE_READBACK, new_width,
- new_height, EFB_COLOR_TEXTURE_FORMAT);
- if (!m_frame_dump_render_texture || !m_frame_dump_readback_texture ||
- !m_frame_dump_readback_texture->Map())
+ if (!m_frame_dump_render_texture)
{
- WARN_LOG(VIDEO, "Failed to resize screenshot render texture");
+ WARN_LOG(VIDEO, "Failed to resize frame dump render texture");
m_frame_dump_render_texture.reset();
- m_frame_dump_readback_texture.reset();
return false;
}
@@ -837,9 +947,8 @@ bool Renderer::ResizeFrameDumpBuffer(u32 new_width, u32 new_height)
vkCreateFramebuffer(g_vulkan_context->GetDevice(), &info, nullptr, &m_frame_dump_framebuffer);
if (res != VK_SUCCESS)
{
- WARN_LOG(VIDEO, "Failed to resize screenshot framebuffer");
+ WARN_LOG(VIDEO, "Failed to create frame dump framebuffer");
m_frame_dump_render_texture.reset();
- m_frame_dump_readback_texture.reset();
return false;
}
@@ -859,7 +968,15 @@ void Renderer::DestroyFrameDumpResources()
}
m_frame_dump_render_texture.reset();
- m_frame_dump_readback_texture.reset();
+
+ for (FrameDumpImage& image : m_frame_dump_images)
+ {
+ image.readback_texture.reset();
+ image.fence = VK_NULL_HANDLE;
+ image.dump_state = {};
+ image.pending = false;
+ }
+ m_current_frame_dump_image = FRAME_DUMP_BUFFERED_FRAMES - 1;
}
void Renderer::CheckForTargetResize(u32 fb_width, u32 fb_stride, u32 fb_height)
diff --git a/Source/Core/VideoBackends/Vulkan/Renderer.h b/Source/Core/VideoBackends/Vulkan/Renderer.h
index dd2b342ad9..2d4d630517 100644
--- a/Source/Core/VideoBackends/Vulkan/Renderer.h
+++ b/Source/Core/VideoBackends/Vulkan/Renderer.h
@@ -10,6 +10,7 @@
#include "Common/CommonTypes.h"
#include "VideoBackends/Vulkan/Constants.h"
+#include "VideoCommon/AVIDump.h"
#include "VideoCommon/RenderBase.h"
struct XFBSourceBase;
@@ -107,12 +108,28 @@ private:
// Draw the frame only to the screenshot buffer.
bool DrawFrameDump(const EFBRectangle& rc, u32 xfb_addr, const XFBSourceBase* const* xfb_sources,
- u32 xfb_count, u32 fb_width, u32 fb_stride, u32 fb_height);
+ u32 xfb_count, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks);
- // Copies the screenshot readback texture to the frame dumping buffer.
- // NOTE: This assumes that DrawScreenshot has been called prior, and the fence associated
- // with the command buffer where the readback buffer was populated has been reached.
- void DumpFrame(u64 ticks);
+ // Sets up renderer state to permit framedumping.
+ // Ideally we would have EndFrameDumping be a virtual method of Renderer, but due to various
+ // design issues it would have to end up being called in the destructor, which won't work.
+ void StartFrameDumping();
+ void EndFrameDumping();
+
+ // Fence callback so that we know when frames are ready to be written to the dump.
+ // This is done by clearing the fence pointer, so WriteFrameDumpFrame doesn't have to wait.
+ void OnFrameDumpImageReady(VkFence fence);
+
+ // Writes the specified buffered frame to the frame dump.
+ // NOTE: Assumes that frame.ticks and frame.pending are valid.
+ void WriteFrameDumpImage(size_t index);
+
+ // If there is a pending frame in this buffer, writes it to the frame dump.
+ // Ensures that the specified readback buffer meets the size requirements of the current frame.
+ StagingTexture2D* PrepareFrameDumpImage(u32 width, u32 height, u64 ticks);
+
+ // Ensures all buffered frames are written to frame dump.
+ void FlushFrameDump();
// Copies/scales an image to the currently-bound framebuffer.
void BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_rect,
@@ -141,7 +158,19 @@ private:
// Texture used for screenshot/frame dumping
std::unique_ptr<Texture2D> m_frame_dump_render_texture;
- std::unique_ptr<StagingTexture2D> m_frame_dump_readback_texture;
VkFramebuffer m_frame_dump_framebuffer = VK_NULL_HANDLE;
+
+ // Readback resources for frame dumping
+ static const size_t FRAME_DUMP_BUFFERED_FRAMES = 2;
+ struct FrameDumpImage
+ {
+ std::unique_ptr<StagingTexture2D> readback_texture;
+ VkFence fence = VK_NULL_HANDLE;
+ AVIDump::Frame dump_state = {};
+ bool pending = false;
+ };
+ std::array<FrameDumpImage, FRAME_DUMP_BUFFERED_FRAMES> m_frame_dump_images;
+ size_t m_current_frame_dump_image = FRAME_DUMP_BUFFERED_FRAMES - 1;
+ bool m_frame_dumping_active = false;
};
}