Files
ppsspp/Common/GPU/Vulkan/VulkanRenderManager.h
Henrik RydgårdandClaude Opus 5 6862bc1721 Vulkan: Fix threading issues around pipeline layouts and the delete list
pipelineLayouts_ was mutated from the main thread (CreatePipelineLayout, and the
deferred callback queued by DestroyPipelineLayout) while the render thread walked
it every frame in FlushDescriptors. Exiting a game in Vulkan mode hits this
reliably: ~GPU_Vulkan stops the render thread and destroys the draw engine's
layout, but the destruction is deferred onto the delete list and doesn't actually
run until a BeginFrame two frames later, with the render thread running again.
Guard the list, and the lifetime of the layouts in it, with a mutex.

The global delete list had the same problem - VulkanDescSetPool::Recreate queues
the old pool from FlushDescSets on the render thread, which happens for real once
a game goes past the initial 1024 descriptors, while the main thread moves the
list into the current frame's list in EndFrame(). Lock the queueing functions and
Take's source list.

While in there:
* Take() didn't move queryPools_, so query pools queued for deletion sat on the
  global list until device teardown instead of being deleted a few frames later.
* PerformDeletes now drains into a local list before destroying anything. A
  callback is allowed to queue further deletes (~VKFramebuffer's does, via
  ~VKRFramebuffer), which used to append to the very vector being iterated.
  They now get the normal deferral instead of running in the same pass.
* Missing semicolon in BeginFrame that only compiles because VLOG is empty.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Vd8ntC2brCUtCrDJMqLbs8
2026-08-28 22:43:58 +02:00

655 lines
24 KiB
C++

#pragma once
// VulkanRenderManager takes the role that a GL driver does of sequencing and optimizing render passes.
// Only draws and binds are handled here, resource creation and allocations are handled as normal -
// that's the nice thing with Vulkan.
#include <atomic>
#include <condition_variable>
#include <cstdint>
#include <mutex>
#include <thread>
#include <queue>
#include "Common/Math/Statistics.h"
#include "Common/Thread/Promise.h"
#include "Common/System/Display.h"
#include "Common/GPU/Vulkan/VulkanContext.h"
#include "Common/GPU/Vulkan/VulkanBarrier.h"
#include "Common/Data/Convert/SmallDataConvert.h"
#include "Common/Data/Collections/FastVec.h"
#include "Common/Math/math_util.h"
#include "Common/GPU/DataFormat.h"
#include "Common/GPU/MiscTypes.h"
#include "Common/GPU/Vulkan/VulkanQueueRunner.h"
#include "Common/GPU/Vulkan/VulkanFramebuffer.h"
#include "Common/GPU/Vulkan/VulkanDescSet.h"
#include "Common/GPU/thin3d.h"
// Forward declaration
VK_DEFINE_HANDLE(VmaAllocation);
struct BoundingRect {
int x1;
int y1;
int x2;
int y2;
BoundingRect() {
Reset();
}
void Reset() {
x1 = 65535;
y1 = 65535;
x2 = -65535;
y2 = -65535;
}
bool Empty() const {
return x2 < 0;
}
void SetRect(int x, int y, int width, int height) {
x1 = x;
y1 = y;
x2 = width;
y2 = height;
}
void Apply(const VkRect2D &rect) {
if (rect.offset.x < x1) x1 = rect.offset.x;
if (rect.offset.y < y1) y1 = rect.offset.y;
int rect_x2 = rect.offset.x + rect.extent.width;
int rect_y2 = rect.offset.y + rect.extent.height;
if (rect_x2 > x2) x2 = rect_x2;
if (rect_y2 > y2) y2 = rect_y2;
}
VkRect2D ToVkRect2D() const {
VkRect2D rect;
rect.offset.x = x1;
rect.offset.y = y1;
rect.extent.width = x2 - x1;
rect.extent.height = y2 - y1;
return rect;
}
};
// All the data needed to create a graphics pipeline.
// TODO: Compress this down greatly.
class VKRGraphicsPipelineDesc : public Draw::RefCountedObject {
public:
VKRGraphicsPipelineDesc() : Draw::RefCountedObject("VKRGraphicsPipelineDesc") {}
VkPipelineCache pipelineCache = VK_NULL_HANDLE;
VkPipelineColorBlendStateCreateInfo cbs{ VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO };
VkPipelineColorBlendAttachmentState blend0{};
VkPipelineDepthStencilStateCreateInfo dss{ VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO };
VkDynamicState dynamicStates[6]{};
VkPipelineDynamicStateCreateInfo ds{ VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO };
VkPipelineRasterizationStateCreateInfo rs{ VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO };
VkPipelineRasterizationProvokingVertexStateCreateInfoEXT rs_provoking{ VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_PROVOKING_VERTEX_STATE_CREATE_INFO_EXT };
// Replaced the ShaderStageInfo with promises here so we can wait for compiles to finish.
Promise<VkShaderModule> *vertexShader = nullptr;
Promise<VkShaderModule> *fragmentShader = nullptr;
// These are for pipeline creation failure logging.
// TODO: Store pointers to the string instead? Feels iffy but will probably work.
std::string vertexShaderSource;
std::string fragmentShaderSource;
VkPrimitiveTopology topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
VkVertexInputAttributeDescription attrs[8]{};
VkVertexInputBindingDescription ibd{};
VkPipelineVertexInputStateCreateInfo vis{ VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO };
VkPipelineViewportStateCreateInfo views{ VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO };
VKRPipelineLayout *pipelineLayout = nullptr;
// Does not include the render pass type, it's passed in separately since the
// desc is persistent.
RPKey rpKey{};
};
// Wrapped pipeline. Does own desc!
struct VKRGraphicsPipeline {
VKRGraphicsPipeline(PipelineFlags flags, const char *tag) : flags_(flags), tag_(tag) {}
~VKRGraphicsPipeline();
bool Create(VulkanContext *vulkan, VkRenderPass compatibleRenderPass, RenderPassType rpType, VkSampleCountFlagBits sampleCount, double scheduleTime, int countToCompile);
void DestroyVariants(VulkanContext *vulkan, bool msaaOnly);
// This deletes the whole VKRGraphicsPipeline, you must remove your last pointer to it when doing this.
void QueueForDeletion(VulkanContext *vulkan);
// This blocks until any background compiles are finished.
// Used during game shutdown before we clear out shaders that these compiles depend on.
void BlockUntilCompiled();
u32 GetVariantsBitmask() const;
void LogCreationFailure() const;
VKRGraphicsPipelineDesc *desc = nullptr;
Promise<VkPipeline> *pipeline[(size_t)RenderPassType::TYPE_COUNT]{};
std::mutex mutex_; // protects the pipeline array
VkSampleCountFlagBits SampleCount() const { return sampleCount_; }
const char *Tag() const { return tag_.c_str(); }
private:
void DestroyVariantsInstant(VkDevice device);
std::string tag_;
PipelineFlags flags_;
VkSampleCountFlagBits sampleCount_ = VK_SAMPLE_COUNT_FLAG_BITS_MAX_ENUM;
};
struct CompileQueueEntry {
CompileQueueEntry(VKRGraphicsPipeline *p, VkRenderPass _compatibleRenderPass, RenderPassType _renderPassType, VkSampleCountFlagBits _sampleCount)
: type(Type::GRAPHICS), graphics(p), compatibleRenderPass(_compatibleRenderPass), renderPassType(_renderPassType), sampleCount(_sampleCount) {}
enum class Type {
GRAPHICS,
};
Type type;
VkRenderPass compatibleRenderPass;
RenderPassType renderPassType;
VKRGraphicsPipeline* graphics = nullptr;
VkSampleCountFlagBits sampleCount;
};
// Pending descriptor sets.
// TODO: Sort these by VKRPipelineLayout to avoid storing it for each element.
struct PendingDescSet {
int offset; // This is in whole PackedDescriptors, not bytes. probably enough with a u16.
u8 count;
VkDescriptorSet set;
};
struct PackedDescriptor {
union {
struct {
VkImageView view;
VkSampler sampler;
} image;
struct {
VkBuffer buffer;
uint32_t range;
uint32_t offset;
} buffer;
#if false
struct {
VkBuffer buffer;
uint64_t range; // write range and a zero offset in one operation with this.
} buffer_zero_offset;
#endif
};
};
static_assert(sizeof(PackedDescriptor) == 16, "PackedDescriptor should be exactly 16 bytes");
static_assert(sizeof(PackedDescriptor::image) == 16, "PackedDescriptor should be exactly 16 bytes");
static_assert(sizeof(PackedDescriptor::buffer) == 16, "PackedDescriptor should be exactly 16 bytes");
// Note that we only support a single descriptor set due to compatibility with some ancient devices.
// We should probably eventually give that up eventually.
struct VKRPipelineLayout {
~VKRPipelineLayout();
enum { MAX_DESC_SET_BINDINGS = 5 };
BindingType bindingTypes[MAX_DESC_SET_BINDINGS];
uint32_t bindingTypesCount = 0;
VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
VkDescriptorSetLayout descriptorSetLayout = VK_NULL_HANDLE; // only support 1 for now.
int pushConstSize = 0;
const char *tag = nullptr;
struct FrameData {
FrameData() : pool("N/A", true) {}
VulkanDescSetPool pool;
FastVec<PackedDescriptor> descData_;
FastVec<PendingDescSet> descSets_;
// TODO: We should be able to get away with a single descData_/descSets_ and then send it along,
// but it's easier to just segregate by frame id.
int flushedDescriptors_ = 0;
};
FrameData frameData[VulkanContext::MAX_INFLIGHT_FRAMES];
void FlushDescSets(VulkanContext *vulkan, int frame, QueueProfileContext *profile);
void SetTag(const char *tag) {
this->tag = tag;
for (int i = 0; i < ARRAY_SIZE(frameData); i++) {
frameData[i].pool.SetTag(tag);
}
}
};
class VulkanRenderManager {
public:
VulkanRenderManager(VulkanContext *vulkan, bool useThread, HistoryBuffer<FrameTimeData, FRAME_TIME_HISTORY_LENGTH> &frameTimeHistory);
~VulkanRenderManager();
// Makes sure that the GPU has caught up enough that we can start writing buffers of this frame again.
void BeginFrame(bool enableProfiling, bool enableLogProfiler);
// These can run on a different thread!
void Finish();
void Present();
void CheckNothingPending();
void SetInvalidationCallback(InvalidationCallback callback) {
invalidationCallback_ = callback;
}
// This starts a new step containing a render pass (unless it can be trivially merged into the previous one, which is pretty common).
//
// After a "CopyFramebuffer" or the other functions that start "steps", you need to call this beforce
// making any new render state changes or draw calls.
//
// The following dynamic state needs to be reset by the caller after calling this (and will thus not safely carry over from
// the previous one):
// * Viewport/Scissor
// * Stencil parameters
// * Blend color
//
// (Most other state is directly decided by your choice of pipeline and descriptor set, so not handled here).
//
// It can be useful to use GetCurrentStepId() to figure out when you need to send all this state again, if you're
// not keeping track of your calls to this function on your own.
void BindFramebufferAsRenderTarget(VKRFramebuffer *fb, VKRRenderPassLoadAction color, VKRRenderPassLoadAction depth, VKRRenderPassLoadAction stencil, uint32_t clearColor, float clearDepth, uint8_t clearStencil, const char *tag);
// Returns an ImageView corresponding to a framebuffer. Is called BindFramebufferAsTexture to maintain a similar interface
// as the other backends, even though there's no actual binding happening here.
// For layer, we use the same convention as thin3d, where layer = -1 means all layers together. For texturing, that means that you
// get an array texture view.
VkImageView BindFramebufferAsTexture(VKRFramebuffer *fb, int binding, VkImageAspectFlags aspectBits, int layer);
bool CopyFramebufferToMemory(VKRFramebuffer *src, VkImageAspectFlags aspectBits, int x, int y, int w, int h, Draw::DataFormat destFormat, uint8_t *pixels, int pixelStride, Draw::ReadbackMode mode, const char *tag);
void CopyImageToMemorySync(VkImage image, int mipLevel, int x, int y, int w, int h, Draw::DataFormat destFormat, uint8_t *pixels, int pixelStride, const char *tag);
void CopyFramebuffer(VKRFramebuffer *src, VkRect2D srcRect, VKRFramebuffer *dst, VkOffset2D dstPos, VkImageAspectFlags aspectMask, const char *tag);
void BlitFramebuffer(VKRFramebuffer *src, VkRect2D srcRect, VKRFramebuffer *dst, VkRect2D dstRect, VkImageAspectFlags aspectMask, VkFilter filter, const char *tag);
// Deferred creation, like in GL. Unlike GL though, the purpose is to allow background creation and avoiding
// stalling the emulation thread as much as possible.
// We delay creating pipelines until the end of the current render pass, so we can create the right type immediately.
// Unless a variantBitmask is passed in, in which case we can just go ahead.
// WARNING: desc must stick around during the lifetime of the pipeline! It's not enough to build it on the stack and drop it.
VKRGraphicsPipeline *CreateGraphicsPipeline(VKRGraphicsPipelineDesc *desc, PipelineFlags pipelineFlags, uint32_t variantBitmask, VkSampleCountFlagBits sampleCount, bool cacheLoad, const char *tag);
VKRPipelineLayout *CreatePipelineLayout(BindingType *bindingTypes, size_t bindingCount, const char *tag);
void DestroyPipelineLayout(VKRPipelineLayout *pipelineLayout);
void ReportBadStateForDraw();
int WaitForPipelines();
void NudgeCompilerThread() {
compileQueueMutex_.lock();
compileCond_.notify_one();
compileQueueMutex_.unlock();
}
void AssertInRenderPass() const {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == VKRStepType::RENDER);
}
// This is the first call in a draw operation. Instead of asserting like we used to, you can now check the
// return value and skip the draw if we're in a bad state. In that case, call ReportBadState.
// The old assert wasn't very helpful in figuring out what caused it anyway...
bool BindPipeline(VKRGraphicsPipeline *pipeline, PipelineFlags flags, VKRPipelineLayout *pipelineLayout) {
_dbg_assert_(pipeline != nullptr);
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == VKRStepType::RENDER);
if (!curRenderStep_ || curRenderStep_->stepType != VKRStepType::RENDER) {
return false;
}
VkRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = VKRRenderCommand::BIND_GRAPHICS_PIPELINE;
pipelinesToCheck_.push_back(pipeline);
data.graphics_pipeline.pipeline = pipeline;
data.graphics_pipeline.pipelineLayout = pipelineLayout;
// This can be used to debug cases where depth/stencil rendering is used on color-only framebuffers.
// if ((flags & PipelineFlags::USES_DEPTH_STENCIL) && curRenderStep_->render.framebuffer && !curRenderStep_->render.framebuffer->HasDepth()) {
// DebugBreak();
// }
curPipelineFlags_ |= flags;
curPipelineLayout_ = pipelineLayout;
return true;
}
void SetViewport(const VkViewport &vp) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == VKRStepType::RENDER);
_dbg_assert_((int)vp.width >= 0);
_dbg_assert_((int)vp.height >= 0);
VkRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = VKRRenderCommand::VIEWPORT;
data.viewport.vp.x = vp.x;
data.viewport.vp.y = vp.y;
data.viewport.vp.width = vp.width;
data.viewport.vp.height = vp.height;
// We can't allow values outside this range unless we use VK_EXT_depth_range_unrestricted.
// Sometimes state mapping produces 65536/65535 which is slightly outside.
// TODO: This should be fixed at the source.
data.viewport.vp.minDepth = clamp_value(vp.minDepth, 0.0f, 1.0f);
data.viewport.vp.maxDepth = clamp_value(vp.maxDepth, 0.0f, 1.0f);
curStepHasViewport_ = true;
}
// It's OK to set scissor outside the valid range - the function will automatically clip.
void SetScissor(int x, int y, int width, int height) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == VKRStepType::RENDER);
if (x < 0) {
width += x; // since x is negative, this shrinks width.
x = 0;
}
if (y < 0) {
height += y;
y = 0;
}
if (x + width > curWidth_) {
width = curWidth_ - x;
}
if (y + height > curHeight_) {
height = curHeight_ - y;
}
// Check validity.
if (width < 0 || height < 0 || x >= curWidth_ || y >= curHeight_) {
// TODO: If any of the dimensions are now zero or negative, we should flip a flag and not do draws, probably.
// Instead, if we detect an invalid scissor rectangle, we just put a 1x1 rectangle in the upper left corner.
x = 0;
y = 0;
width = 1;
height = 1;
}
VkRect2D rc;
rc.offset.x = x;
rc.offset.y = y;
rc.extent.width = width;
rc.extent.height = height;
curRenderArea_.Apply(rc);
VkRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = VKRRenderCommand::SCISSOR;
data.scissor.scissor = rc;
curStepHasScissor_ = true;
}
void SetStencilParams(uint8_t writeMask, uint8_t compareMask, uint8_t refValue) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == VKRStepType::RENDER);
VkRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = VKRRenderCommand::STENCIL;
data.stencil.stencilWriteMask = writeMask;
data.stencil.stencilCompareMask = compareMask;
data.stencil.stencilRef = refValue;
}
void SetBlendFactor(uint32_t color) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == VKRStepType::RENDER);
VkRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = VKRRenderCommand::BLEND;
data.blendColor.color = color;
}
void PushConstants(VkShaderStageFlags stages, int offset, int size, void *constants) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == VKRStepType::RENDER);
_dbg_assert_(size + offset < 40);
VkRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = VKRRenderCommand::PUSH_CONSTANTS;
data.push.stages = stages;
data.push.offset = offset;
data.push.size = size;
memcpy(data.push.data, constants, size);
}
void Clear(uint32_t clearColor, float clearZ, int clearStencil, int clearMask);
// Cheaply set that we don't care about the contents of a surface at the start of the current render pass.
// This set the corresponding load-op of the current render pass to DONT_CARE.
// Useful when we don't know at bind-time whether we will overwrite the surface or not.
void SetLoadDontCare(VkImageAspectFlags aspects) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == VKRStepType::RENDER);
if (aspects & VK_IMAGE_ASPECT_COLOR_BIT)
curRenderStep_->render.colorLoad = VKRRenderPassLoadAction::DONT_CARE;
if (aspects & VK_IMAGE_ASPECT_DEPTH_BIT)
curRenderStep_->render.depthLoad = VKRRenderPassLoadAction::DONT_CARE;
if (aspects & VK_IMAGE_ASPECT_STENCIL_BIT)
curRenderStep_->render.stencilLoad = VKRRenderPassLoadAction::DONT_CARE;
}
// Cheaply set that we don't care about the contents of a surface at the end of the current render pass.
// This set the corresponding store-op of the current render pass to DONT_CARE.
void SetStoreDontCare(VkImageAspectFlags aspects) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == VKRStepType::RENDER);
if (aspects & VK_IMAGE_ASPECT_COLOR_BIT)
curRenderStep_->render.colorStore = VKRRenderPassStoreAction::DONT_CARE;
if (aspects & VK_IMAGE_ASPECT_DEPTH_BIT)
curRenderStep_->render.depthStore = VKRRenderPassStoreAction::DONT_CARE;
if (aspects & VK_IMAGE_ASPECT_STENCIL_BIT)
curRenderStep_->render.stencilStore = VKRRenderPassStoreAction::DONT_CARE;
}
// Descriptors will match the current pipeline layout, set by the last call to BindPipeline.
// Count is the count of void*s. Two are needed for COMBINED_IMAGE_SAMPLER, everything else is a single one.
// The goal is to keep this function very small and fast, and do the expensive work on the render thread or
// another thread.
PackedDescriptor *PushDescriptorSet(int count, int *descSetIndex) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == VKRStepType::RENDER);
int curFrame = vulkan_->GetCurFrame();
VKRPipelineLayout::FrameData &data = curPipelineLayout_->frameData[curFrame];
size_t offset = data.descData_.size();
PackedDescriptor *retval = data.descData_.extend_uninitialized(count);
int setIndex = (int)data.descSets_.size();
PendingDescSet &descSet = data.descSets_.push_uninitialized();
descSet.offset = (uint32_t)offset;
descSet.count = count;
descSet.set = VK_NULL_HANDLE; // to be filled in
*descSetIndex = setIndex;
return retval;
}
void Draw(int descSetIndex, int numUboOffsets, const uint32_t *uboOffsets, VkBuffer vbuffer, int voffset, int count, int offset = 0) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == VKRStepType::RENDER && curStepHasViewport_ && curStepHasScissor_);
VkRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = VKRRenderCommand::DRAW;
data.draw.count = count;
data.draw.offset = offset;
data.draw.descSetIndex = descSetIndex;
data.draw.vbuffer = vbuffer;
data.draw.voffset = voffset;
data.draw.numUboOffsets = numUboOffsets;
_dbg_assert_(numUboOffsets <= ARRAY_SIZE(data.draw.uboOffsets));
for (int i = 0; i < numUboOffsets; i++)
data.draw.uboOffsets[i] = uboOffsets[i];
curRenderStep_->render.numDraws++;
}
void DrawIndexed(int descSetIndex, int numUboOffsets, const uint32_t *uboOffsets, VkBuffer vbuffer, int voffset, VkBuffer ibuffer, int ioffset, int count, int numInstances) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == VKRStepType::RENDER && curStepHasViewport_ && curStepHasScissor_);
VkRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = VKRRenderCommand::DRAW_INDEXED;
data.drawIndexed.count = count;
data.drawIndexed.instances = numInstances;
data.drawIndexed.descSetIndex = descSetIndex;
data.drawIndexed.vbuffer = vbuffer;
data.drawIndexed.voffset = voffset;
data.drawIndexed.ibuffer = ibuffer;
data.drawIndexed.ioffset = ioffset;
data.drawIndexed.numUboOffsets = numUboOffsets;
_dbg_assert_(numUboOffsets <= ARRAY_SIZE(data.drawIndexed.uboOffsets));
for (int i = 0; i < numUboOffsets; i++)
data.drawIndexed.uboOffsets[i] = uboOffsets[i];
curRenderStep_->render.numDraws++;
}
// These can be useful both when inspecting in RenderDoc, and when manually inspecting recorded commands
// in the debugger.
void DebugAnnotate(const char *annotation) {
_dbg_assert_(curRenderStep_);
VkRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = VKRRenderCommand::DEBUG_ANNOTATION;
data.debugAnnotation.annotation = annotation;
}
VkCommandBuffer GetInitCmd();
bool CreateBackbuffers();
void DestroyBackbuffers();
bool HasBackbuffers() {
return queueRunner_.HasBackbuffers();
}
void SetInflightFrames(int f) {
newInflightFrames_ = f < 1 || f > VulkanContext::MAX_INFLIGHT_FRAMES ? VulkanContext::MAX_INFLIGHT_FRAMES : f;
}
VulkanContext *GetVulkanContext() {
return vulkan_;
}
// Be careful with this. Only meant to be used for fetching render passes for shader cache initialization.
VulkanQueueRunner *GetQueueRunner() {
return &queueRunner_;
}
std::string GetGpuProfileString() const {
return frameData_[vulkan_->GetCurFrame()].profile.profileSummary;
}
bool NeedsSwapchainRecreate() const {
// Accepting a few of these makes shutdown simpler.
return outOfDateFrames_ > VulkanContext::MAX_INFLIGHT_FRAMES;
}
VulkanBarrierBatch &PostInitBarrier() {
return postInitBarrier_;
}
void ResetStats();
void StartThreads();
void StopThreads();
size_t GetNumSteps() const {
return steps_.size();
}
private:
void EndCurRenderStep();
void RenderThreadFunc();
void CompileThreadFunc();
void Run(VKRRenderThreadTask &task);
// Bad for performance but sometimes necessary for synchronous CPU readbacks (screenshots and whatnot).
void FlushSync();
void PresentWaitThreadFunc();
void PollPresentTiming();
void ResetDescriptorLists(int frame);
void FlushDescriptors(int frame);
void SanityCheckPassesOnAdd();
bool CreateSwapchainViewsAndDepth(VkCommandBuffer cmdInit, VulkanBarrierBatch *barriers, FrameDataShared &frameDataShared);
FrameDataShared frameDataShared_;
FrameData frameData_[VulkanContext::MAX_INFLIGHT_FRAMES];
int newInflightFrames_ = -1;
int inflightFramesAtStart_ = 0;
int outOfDateFrames_ = 0;
// Submission time state
// Note: These are raw backbuffer-sized. Rotated.
int curWidthRaw_ = -1;
int curHeightRaw_ = -1;
// Pre-rotation (as you'd expect).
int curWidth_ = -1;
int curHeight_ = -1;
bool insideFrame_ = false;
// probably doesn't need to be atomic.
std::atomic<bool> runCompileThread_{};
bool useRenderThread_ = true;
bool measurePresentTime_ = false;
// This is the offset within this frame, in case of a mid-frame sync.
VKRStep *curRenderStep_ = nullptr;
bool curStepHasViewport_ = false;
bool curStepHasScissor_ = false;
PipelineFlags curPipelineFlags_{};
BoundingRect curRenderArea_;
std::vector<VKRStep *> steps_;
// Execution time state
VulkanContext *vulkan_;
std::thread renderThread_;
VulkanQueueRunner queueRunner_;
// For pushing data on the queue.
std::mutex pushMutex_;
std::condition_variable pushCondVar_;
std::queue<VKRRenderThreadTask *> renderThreadQueue_;
// For readbacks and other reasons we need to sync with the render thread.
std::mutex syncMutex_;
std::condition_variable syncCondVar_;
// Shader compilation thread to compile while emulating the rest of the frame.
// Only one right now but we could use more.
std::thread compileThread_;
// Sync
std::condition_variable compileCond_;
std::mutex compileQueueMutex_;
std::vector<CompileQueueEntry> compileQueue_;
// Thread for measuring presentation delay.
std::thread presentWaitThread_;
// pipelines to check and possibly create at the end of the current render pass.
std::vector<VKRGraphicsPipeline *> pipelinesToCheck_;
// For nicer output in the little internal GPU profiler.
SimpleStat initTimeMs_;
SimpleStat totalGPUTimeMs_;
SimpleStat renderCPUTimeMs_;
SimpleStat descUpdateTimeMs_;
VulkanBarrierBatch postInitBarrier_;
std::function<void(InvalidationCallbackFlags)> invalidationCallback_;
uint64_t frameIdGen_ = FRAME_TIME_HISTORY_LENGTH;
HistoryBuffer<FrameTimeData, FRAME_TIME_HISTORY_LENGTH> &frameTimeHistory_;
VKRPipelineLayout *curPipelineLayout_ = nullptr;
// Guards pipelineLayouts_, both the vector itself and the lifetime of the layouts in it.
// The list is added to by CreatePipelineLayout and erased from by the deferred callback queued by
// DestroyPipelineLayout, both of which run on the main thread, while the render thread walks it
// every frame in FlushDescriptors. Contention is negligible - layouts are only created and destroyed
// when a game starts or stops, and the lock is otherwise taken exactly twice per frame.
std::mutex pipelineLayoutsMutex_;
std::vector<VKRPipelineLayout *> pipelineLayouts_;
};