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-rw-r--r--Source/Core/VideoBackends/Vulkan/VKStreamBuffer.cpp328
1 files changed, 328 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/Vulkan/VKStreamBuffer.cpp b/Source/Core/VideoBackends/Vulkan/VKStreamBuffer.cpp
new file mode 100644
index 0000000000..864fabf831
--- /dev/null
+++ b/Source/Core/VideoBackends/Vulkan/VKStreamBuffer.cpp
@@ -0,0 +1,328 @@
+// Copyright 2016 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include "VideoBackends/Vulkan/VKStreamBuffer.h"
+
+#include <algorithm>
+#include <cstdint>
+#include <functional>
+
+#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(VkBufferUsageFlags usage, u32 size) : m_usage(usage), m_size(size)
+{
+}
+
+StreamBuffer::~StreamBuffer()
+{
+ if (m_host_pointer)
+ vkUnmapMemory(g_vulkan_context->GetDevice(), m_memory);
+
+ if (m_buffer != VK_NULL_HANDLE)
+ g_command_buffer_mgr->DeferBufferDestruction(m_buffer);
+ if (m_memory != VK_NULL_HANDLE)
+ g_command_buffer_mgr->DeferDeviceMemoryDestruction(m_memory);
+}
+
+std::unique_ptr<StreamBuffer> StreamBuffer::Create(VkBufferUsageFlags usage, u32 size)
+{
+ std::unique_ptr<StreamBuffer> buffer = std::make_unique<StreamBuffer>(usage, size);
+ if (!buffer->AllocateBuffer())
+ return nullptr;
+
+ return buffer;
+}
+
+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
+ };
+
+ VkBuffer buffer = VK_NULL_HANDLE;
+ VkResult res =
+ vkCreateBuffer(g_vulkan_context->GetDevice(), &buffer_create_info, nullptr, &buffer);
+ if (res != VK_SUCCESS)
+ {
+ LOG_VULKAN_ERROR(res, "vkCreateBuffer failed: ");
+ return false;
+ }
+
+ // Get memory requirements (types etc) for this buffer
+ VkMemoryRequirements memory_requirements;
+ vkGetBufferMemoryRequirements(g_vulkan_context->GetDevice(), buffer, &memory_requirements);
+
+ // Aim for a coherent mapping if possible.
+ u32 memory_type_index = g_vulkan_context->GetUploadMemoryType(memory_requirements.memoryTypeBits,
+ &m_coherent_mapping);
+
+ // Allocate memory for backing this buffer
+ VkMemoryAllocateInfo memory_allocate_info = {
+ VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO, // VkStructureType sType
+ nullptr, // const void* pNext
+ memory_requirements.size, // VkDeviceSize allocationSize
+ memory_type_index // uint32_t memoryTypeIndex
+ };
+ VkDeviceMemory memory = VK_NULL_HANDLE;
+ res = vkAllocateMemory(g_vulkan_context->GetDevice(), &memory_allocate_info, nullptr, &memory);
+ if (res != VK_SUCCESS)
+ {
+ LOG_VULKAN_ERROR(res, "vkAllocateMemory failed: ");
+ vkDestroyBuffer(g_vulkan_context->GetDevice(), buffer, nullptr);
+ return false;
+ }
+
+ // Bind memory to buffer
+ res = vkBindBufferMemory(g_vulkan_context->GetDevice(), buffer, memory, 0);
+ if (res != VK_SUCCESS)
+ {
+ LOG_VULKAN_ERROR(res, "vkBindBufferMemory failed: ");
+ vkDestroyBuffer(g_vulkan_context->GetDevice(), buffer, nullptr);
+ vkFreeMemory(g_vulkan_context->GetDevice(), memory, nullptr);
+ return false;
+ }
+
+ // Map this buffer into user-space
+ void* mapped_ptr = nullptr;
+ res = vkMapMemory(g_vulkan_context->GetDevice(), memory, 0, m_size, 0, &mapped_ptr);
+ if (res != VK_SUCCESS)
+ {
+ LOG_VULKAN_ERROR(res, "vkMapMemory failed: ");
+ vkDestroyBuffer(g_vulkan_context->GetDevice(), buffer, nullptr);
+ vkFreeMemory(g_vulkan_context->GetDevice(), memory, nullptr);
+ return false;
+ }
+
+ // Unmap current host pointer (if there was a previous buffer)
+ if (m_host_pointer)
+ vkUnmapMemory(g_vulkan_context->GetDevice(), m_memory);
+
+ // Destroy the backings for the buffer after the command buffer executes
+ if (m_buffer != VK_NULL_HANDLE)
+ g_command_buffer_mgr->DeferBufferDestruction(m_buffer);
+ if (m_memory != VK_NULL_HANDLE)
+ g_command_buffer_mgr->DeferDeviceMemoryDestruction(m_memory);
+
+ // Replace with the new buffer
+ m_buffer = buffer;
+ m_memory = memory;
+ m_host_pointer = reinterpret_cast<u8*>(mapped_ptr);
+ m_current_offset = 0;
+ m_current_gpu_position = 0;
+ m_tracked_fences.clear();
+ 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
+ if (!m_coherent_mapping)
+ {
+ VkMappedMemoryRange range = {VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE, nullptr, m_memory,
+ m_current_offset, final_num_bytes};
+ vkFlushMappedMemoryRanges(g_vulkan_context->GetDevice(), 1, &range);
+ }
+
+ 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_tracked_fences.empty() && m_tracked_fences.back().first == counter)
+ {
+ // Still haven't executed a command buffer, so just update the offset.
+ m_tracked_fences.back().second = m_current_offset;
+ return;
+ }
+
+ // New buffer, so update the GPU position while we're at it.
+ UpdateGPUPosition();
+ m_tracked_fences.emplace_back(counter, m_current_offset);
+}
+
+void StreamBuffer::UpdateGPUPosition()
+{
+ auto start = m_tracked_fences.begin();
+ auto end = start;
+
+ const u64 completed_counter = g_command_buffer_mgr->GetCompletedFenceCounter();
+ while (end != m_tracked_fences.end() && completed_counter >= end->first)
+ {
+ m_current_gpu_position = end->second;
+ ++end;
+ }
+
+ if (start != end)
+ m_tracked_fences.erase(start, end);
+}
+
+bool StreamBuffer::WaitForClearSpace(u32 num_bytes)
+{
+ u32 new_offset = 0;
+ u32 new_gpu_position = 0;
+
+ auto iter = m_tracked_fences.begin();
+ for (; iter != m_tracked_fences.end(); ++iter)
+ {
+ // 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 = iter->second;
+ 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 (iter == m_tracked_fences.end() ||
+ iter->first == 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(iter->first);
+ m_tracked_fences.erase(m_tracked_fences.begin(),
+ m_current_offset == iter->second ? m_tracked_fences.end() : ++iter);
+ m_current_offset = new_offset;
+ m_current_gpu_position = new_gpu_position;
+ return true;
+}
+
+} // namespace Vulkan