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Readback buffers are allocated when the readback is recorded rather than on the render thread, so only the thread that records frames touches VMA. The allocator is created externally synchronized, and VMA is built with no-op mutexes and plain counters instead of std::mutex and std::atomic. Headless runs Vulkan offscreen in builds without SDL too, and CI runs the headless tests on lavapipe, skipping the pixel tests a hardware backend doesn't match the software references on. sleep_ms and sleep_us go, with the thread manager test waiting on an event instead, and so does the unused portable-file-dialogs header.
150 lines
3.6 KiB
C++
150 lines
3.6 KiB
C++
#pragma once
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#include <cstdint>
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#include <retro_atomic.h>
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#include "Common/GPU/Vulkan/VulkanContext.h"
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#include "Common/Data/Collections/Hashmaps.h"
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#if PPSSPP_PLATFORM(IOS)
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// iOS doesn't support a large number of timestamp queries natively.
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// We don't want MoltenVK to fall back to emulation.
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enum {
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MAX_TIMESTAMP_QUERIES = 32,
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};
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#else
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enum {
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MAX_TIMESTAMP_QUERIES = 128,
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};
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#endif
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enum class VKRRunType {
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SUBMIT,
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PRESENT,
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SYNC,
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EXIT,
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};
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struct QueueProfileContext {
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bool enabled = false;
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bool timestampsEnabled = false;
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VkQueryPool queryPool;
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std::vector<std::string> timestampDescriptions;
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std::string profileSummary;
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double cpuStartTime;
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double cpuEndTime;
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double descWriteTime;
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int descriptorsWritten;
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int descriptorsDeduped;
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#ifdef _DEBUG
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int commandCounts[11];
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#endif
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};
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class VKRFramebuffer;
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struct ReadbackKey {
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const VKRFramebuffer *framebuf;
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int width;
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int height;
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};
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struct CachedReadback {
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VkBuffer buffer;
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VmaAllocation allocation;
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VkDeviceSize bufferSize;
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bool isCoherent;
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// frameId of the frame that created it; holds no data until that frame comes round again.
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uint64_t createdFrame;
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void Destroy(VulkanContext *vulkan);
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};
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// Swap chain management
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struct SwapchainImageData {
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VkImage image;
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VkImageView view;
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VkSemaphore renderingCompleteSemaphore = VK_NULL_HANDLE;
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};
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struct FrameDataShared {
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// For synchronous readbacks.
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VkFence readbackFence = VK_NULL_HANDLE;
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bool useMultiThreading = false;
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bool measurePresentTime = false;
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std::vector<SwapchainImageData> swapchainImages_;
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uint32_t swapchainImageCount_ = 0;
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void Init(VulkanContext *vulkan, bool useMultiThreading, bool measurePresentTime);
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void Destroy(VulkanContext *vulkan);
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};
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enum class FrameSubmitType {
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Pending,
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Sync,
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FinishFrame,
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};
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// Per-frame data, round-robin so we can overlap submission with execution of the previous frame.
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struct FrameData {
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bool skipSwap = false;
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// With the render thread: set once it has submitted this frame (its fence is then in flight),
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// cleared by BeginFrame before it waits on the fence.
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retro_atomic_int_t readyForFence{ 1 };
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VkFence fence = VK_NULL_HANDLE;
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VkSemaphore acquireSemaphore = VK_NULL_HANDLE;
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// These are on different threads so need separate pools.
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VkCommandPool cmdPoolInit = VK_NULL_HANDLE; // Written to from main thread
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VkCommandPool cmdPoolMain = VK_NULL_HANDLE; // Written to from render thread, which also submits
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VkCommandBuffer initCmd = VK_NULL_HANDLE;
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VkCommandBuffer mainCmd = VK_NULL_HANDLE;
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VkCommandBuffer presentCmd = VK_NULL_HANDLE;
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bool hasInitCommands = false;
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bool hasMainCommands = false;
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bool hasPresentCommands = false;
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bool hasFencePending = false;
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bool hasAcquired = false;
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// Set by the render thread once a sync submit has finished, cleared by FlushSync.
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retro_atomic_int_t syncDone{ 0 };
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// Swapchain.
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uint32_t curSwapchainImage = -1;
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// Frames need unique IDs to wait for present on, let's keep them here.
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// Also used for indexing into the frame timing history buffer.
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uint64_t frameId = 0;
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// Profiling.
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QueueProfileContext profile{};
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// Async readback cache.
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DenseHashMap<ReadbackKey, CachedReadback *> readbacks_;
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FrameData() : readbacks_(8) {}
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void Init(VulkanContext *vulkan, int index);
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void Destroy(VulkanContext *vulkan);
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void AcquireNextImage(VulkanContext *vulkan);
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VkResult QueuePresent(VulkanContext *vulkan, FrameDataShared &shared);
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// Generally called from the main thread, unlike most of the rest.
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VkCommandBuffer GetInitCmd(VulkanContext *vulkan);
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// Submits pending command buffers.
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void Submit(VulkanContext *vulkan, FrameSubmitType type, FrameDataShared &shared);
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private:
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// Metadata for logging etc
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int index = -1;
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};
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