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https://github.com/skyline-emu/skyline.git
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Introduce several new node insertion functions for use with queries
Queries need the ability to insert commands at the beginning and end of RPs.
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parent
9a51b5f54e
commit
202c97a1eb
@ -56,7 +56,8 @@ namespace skyline::gpu::interconnect {
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fence{gpu.vkDevice, vk::FenceCreateInfo{ .flags = vk::FenceCreateFlagBits::eSignaled }},
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semaphore{gpu.vkDevice, vk::SemaphoreCreateInfo{}},
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cycle{std::make_shared<FenceCycle>(gpu.vkDevice, *fence, *semaphore, true)},
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nodes{allocator} {
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nodes{allocator},
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pendingPostRenderPassNodes{allocator} {
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Begin();
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}
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@ -68,6 +69,7 @@ namespace skyline::gpu::interconnect {
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cycle{std::move(other.cycle)},
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allocator{std::move(other.allocator)},
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nodes{std::move(other.nodes)},
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pendingPostRenderPassNodes{std::move(other.pendingPostRenderPassNodes)},
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ready{other.ready} {}
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std::shared_ptr<FenceCycle> CommandRecordThread::Slot::Reset(GPU &gpu) {
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@ -372,9 +374,11 @@ namespace skyline::gpu::interconnect {
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// We need to create a render pass if one doesn't already exist or the current one isn't compatible
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if (renderPass != nullptr) {
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slot->nodes.emplace_back(std::in_place_type_t<node::RenderPassEndNode>());
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slot->nodes.splice(slot->nodes.end(), slot->pendingPostRenderPassNodes);
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renderPassIndex++;
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}
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renderPass = &std::get<node::RenderPassNode>(slot->nodes.emplace_back(std::in_place_type_t<node::RenderPassNode>(), renderArea));
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renderPassIt = std::prev(slot->nodes.end());
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addSubpass();
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subpassCount = 1;
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} else if (!attachmentsMatch) {
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@ -399,6 +403,7 @@ namespace skyline::gpu::interconnect {
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void CommandExecutor::FinishRenderPass() {
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if (renderPass) {
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slot->nodes.emplace_back(std::in_place_type_t<node::RenderPassEndNode>());
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slot->nodes.splice(slot->nodes.end(), slot->pendingPostRenderPassNodes);
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renderPassIndex++;
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renderPass = nullptr;
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@ -502,6 +507,22 @@ namespace skyline::gpu::interconnect {
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slot->nodes.emplace_back(std::in_place_type_t<node::FunctionNode>(), std::forward<decltype(function)>(function));
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}
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void CommandExecutor::AddCommand(std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &)> &&function) {
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slot->nodes.emplace_back(std::in_place_type_t<node::FunctionNode>(), std::forward<decltype(function)>(function));
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}
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void CommandExecutor::InsertPreExecuteCommand(std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &)> &&function) {
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slot->nodes.emplace(slot->nodes.begin(), std::in_place_type_t<node::FunctionNode>(), std::forward<decltype(function)>(function));
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}
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void CommandExecutor::InsertPreRpCommand(std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &)> &&function) {
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slot->nodes.emplace(renderPass ? renderPassIt : slot->nodes.end(), std::in_place_type_t<node::FunctionNode>(), std::forward<decltype(function)>(function));
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}
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void CommandExecutor::InsertPostRpCommand(std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &)> &&function) {
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slot->pendingPostRenderPassNodes.emplace_back(std::in_place_type_t<node::FunctionNode>(), std::forward<decltype(function)>(function));
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}
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void CommandExecutor::AddFullBarrier() {
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AddOutsideRpCommand([](vk::raii::CommandBuffer &commandBuffer, const std::shared_ptr<FenceCycle> &, GPU &) {
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RecordFullBarrier(commandBuffer);
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@ -570,6 +591,10 @@ namespace skyline::gpu::interconnect {
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callback();
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}
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std::optional<u32> CommandExecutor::GetRenderPassIndex() {
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return renderPassIndex;
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}
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u32 CommandExecutor::AddCheckpointImpl(std::string_view annotation) {
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if (renderPass)
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FinishRenderPass();
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@ -589,6 +614,8 @@ namespace skyline::gpu::interconnect {
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if (renderPass)
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FinishRenderPass();
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slot->nodes.splice(slot->nodes.end(), slot->pendingPostRenderPassNodes);
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{
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slot->WaitReady();
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@ -41,6 +41,7 @@ namespace skyline::gpu::interconnect {
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std::shared_ptr<FenceCycle> cycle;
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LinearAllocatorState<> allocator;
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std::list<node::NodeVariant, LinearAllocator<node::NodeVariant>> nodes;
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std::list<node::NodeVariant, LinearAllocator<node::NodeVariant>> pendingPostRenderPassNodes;
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std::mutex beginLock;
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std::condition_variable beginCondition;
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ContextTag executionTag;
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@ -148,6 +149,7 @@ namespace skyline::gpu::interconnect {
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ExecutionWaiterThread waiterThread;
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std::optional<CheckpointPollerThread> checkpointPollerThread;
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node::RenderPassNode *renderPass{};
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std::list<node::NodeVariant, LinearAllocator<node::NodeVariant>>::iterator renderPassIt;
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size_t subpassCount{}; //!< The number of subpasses in the current render pass
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u32 renderPassIndex{};
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bool preserveLocked{};
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@ -309,6 +311,26 @@ namespace skyline::gpu::interconnect {
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*/
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void AddOutsideRpCommand(std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &)> &&function);
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/**
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* @brief Adds a command that can be executed inside or outside of an RP
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*/
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void AddCommand(std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &)> &&function);
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/**
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* @brief Inserts the input command into the node list at the beginning of the execution
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*/
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void InsertPreExecuteCommand(std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &)> &&function);
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/**
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* @brief Inserts the input command into the node list before the current RP begins (or immediately if not in an RP)
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*/
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void InsertPreRpCommand(std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &)> &&function);
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/**
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* @brief Inserts the input command into the node list after the current RP (or execution) finishes
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*/
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void InsertPostRpCommand(std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &)> &&function);
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/**
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* @brief Adds a full pipeline barrier to the command buffer
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*/
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@ -329,6 +351,8 @@ namespace skyline::gpu::interconnect {
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*/
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void NotifyPipelineChange();
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std::optional<u32> GetRenderPassIndex();
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/**
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* @brief Records a checkpoint into the GPU command stream at the current
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* @param annotation A string annotation to display in perfetto for this checkpoint
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