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https://github.com/skyline-emu/skyline.git
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Implement Vulkan Descriptor Set Allocator
A fixed descriptor set allocator which manages the size of the pool with automatic reallocations when any allocations run out of descriptors.
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9af9f1d41a
commit
492dd47218
@ -159,6 +159,7 @@ add_library(skyline SHARED
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${source_DIR}/skyline/gpu/texture_manager.cpp
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${source_DIR}/skyline/gpu/buffer_manager.cpp
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${source_DIR}/skyline/gpu/command_scheduler.cpp
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${source_DIR}/skyline/gpu/descriptor_allocator.cpp
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${source_DIR}/skyline/gpu/texture/texture.cpp
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${source_DIR}/skyline/gpu/buffer.cpp
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${source_DIR}/skyline/gpu/presentation_engine.cpp
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@ -214,5 +214,6 @@ namespace skyline::gpu {
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presentation(state, *this),
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texture(*this),
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buffer(*this),
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descriptor(*this),
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shader(state, *this) {}
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}
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@ -9,6 +9,7 @@
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#include "gpu/presentation_engine.h"
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#include "gpu/texture_manager.h"
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#include "gpu/buffer_manager.h"
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#include "gpu/descriptor_allocator.h"
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#include "gpu/shader_manager.h"
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namespace skyline::gpu {
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@ -48,6 +49,7 @@ namespace skyline::gpu {
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TextureManager texture;
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BufferManager buffer;
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DescriptorAllocator descriptor;
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ShaderManager shader;
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GPU(const DeviceState &state);
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80
app/src/main/cpp/skyline/gpu/descriptor_allocator.cpp
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app/src/main/cpp/skyline/gpu/descriptor_allocator.cpp
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@ -0,0 +1,80 @@
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// SPDX-License-Identifier: MPL-2.0
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// Copyright © 2021 Skyline Team and Contributors (https://github.com/skyline-emu/)
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#include <gpu.h>
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#include <soc/gm20b/engines/maxwell/types.h>
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#include "descriptor_allocator.h"
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namespace skyline::gpu {
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DescriptorAllocator::DescriptorPool::DescriptorPool(const vk::raii::Device &device, const vk::DescriptorPoolCreateInfo &createInfo) : vk::raii::DescriptorPool(device, createInfo), setCount(createInfo.maxSets) {}
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void DescriptorAllocator::AllocateDescriptorPool() {
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namespace maxwell3d = soc::gm20b::engine::maxwell3d::type; // We use Maxwell3D as reference for base descriptor counts
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using DescriptorSizes = std::array<vk::DescriptorPoolSize, 1>;
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constexpr DescriptorSizes BaseDescriptorSizes{
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vk::DescriptorPoolSize{
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.descriptorCount = maxwell3d::PipelineStageConstantBufferCount,
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.type = vk::DescriptorType::eUniformBuffer,
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},
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};
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DescriptorSizes descriptorSizes{BaseDescriptorSizes};
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for (auto &descriptorSize : descriptorSizes)
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descriptorSize.descriptorCount *= descriptorMultiplier;
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pool = std::make_shared<DescriptorPool>(gpu.vkDevice, vk::DescriptorPoolCreateInfo{
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.flags = vk::DescriptorPoolCreateFlagBits::eFreeDescriptorSet,
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.maxSets = descriptorSetCount,
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.pPoolSizes = descriptorSizes.data(),
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.poolSizeCount = descriptorSizes.size(),
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});
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}
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DescriptorAllocator::ActiveDescriptorSet::ActiveDescriptorSet(std::shared_ptr<DescriptorPool> pPool, vk::DescriptorSet set) : pool(std::move(pPool)), DescriptorSet(set) {
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pool->setCount--;
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}
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DescriptorAllocator::ActiveDescriptorSet::~ActiveDescriptorSet() {
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std::scoped_lock lock(*pool);
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pool->getDevice().freeDescriptorSets(**pool, 1, this, *pool->getDispatcher());
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pool->setCount++;
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}
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DescriptorAllocator::DescriptorAllocator(GPU &gpu) : gpu(gpu) {
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AllocateDescriptorPool();
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}
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DescriptorAllocator::ActiveDescriptorSet DescriptorAllocator::AllocateSet(vk::DescriptorSetLayout layout) {
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std::scoped_lock allocatorLock(mutex);
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while (true) {
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std::scoped_lock poolLock(*pool);
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vk::DescriptorSetAllocateInfo allocateInfo{
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.descriptorPool = **pool,
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.pSetLayouts = &layout,
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.descriptorSetCount = 1,
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};
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vk::DescriptorSet set{};
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auto result{(*gpu.vkDevice).allocateDescriptorSets(&allocateInfo, &set, *gpu.vkDevice.getDispatcher())};
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if (result == vk::Result::eSuccess) {
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return ActiveDescriptorSet(pool, set);
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} else if (result == vk::Result::eErrorOutOfPoolMemory) {
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if (pool->setCount == 0)
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// The amount of maximum descriptor sets is insufficient
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descriptorSetCount += BaseDescriptorSetCount;
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else
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// The amount of maximum descriptors is insufficient
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descriptorMultiplier++;
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AllocateDescriptorPool();
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continue; // Attempt to allocate again with the new pool
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} else if (result == vk::Result::eErrorFragmentedPool) {
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AllocateDescriptorPool(); // If the pool is fragmented, we reallocate without increasing the size
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continue;
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} else {
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vk::throwResultException(result, __builtin_FUNCTION());
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}
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}
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}
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}
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app/src/main/cpp/skyline/gpu/descriptor_allocator.h
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63
app/src/main/cpp/skyline/gpu/descriptor_allocator.h
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@ -0,0 +1,63 @@
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// SPDX-License-Identifier: MPL-2.0
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// Copyright © 2021 Skyline Team and Contributors (https://github.com/skyline-emu/)
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#pragma once
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#include "fence_cycle.h"
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namespace skyline::gpu {
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/**
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* @brief A dynamic descriptor set allocator with internal resizing of the descriptor pool to size up to allocation demand
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*/
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class DescriptorAllocator {
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private:
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GPU &gpu;
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std::mutex mutex; //!< Synchronizes the creation and replacement of the pool object
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static constexpr u32 BaseDescriptorSetCount{64}; //!< An arbitrary amount of descriptor sets that we allocate in multiples of
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u32 descriptorSetCount{BaseDescriptorSetCount}; //!< The maximum amount of descriptor sets in the pool
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u32 descriptorMultiplier{1}; //!< A multiplier for the maximum amount of descriptors in the pool
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/**
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* @brief A lockable VkDescriptorPool for maintaining external synchronization requirements
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*/
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struct DescriptorPool : public std::mutex, public vk::raii::DescriptorPool {
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u64 setCount{}; //!< The amount of sets free to allocate from this pool
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DescriptorPool(vk::raii::Device const &device, vk::DescriptorPoolCreateInfo const &createInfo);
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};
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std::shared_ptr<DescriptorPool> pool; //!< The current pool used by any allocations in the class, replaced when an error is ran into
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/**
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* @brief (Re-)Allocates the descriptor pool with the current multiplier applied to the base counts
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* @note `DescriptorAllocator::mutex` **must** be locked prior to calling this
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*/
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void AllocateDescriptorPool();
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public:
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/**
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* @brief A RAII-bound descriptor set that automatically frees of resources into the pool on destruction while respecting external synchronization requirements
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*/
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struct ActiveDescriptorSet : public vk::DescriptorSet {
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private:
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friend DescriptorAllocator;
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std::shared_ptr<DescriptorPool> pool;
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/**
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* @note The supplied pool **must** be locked prior to calling this
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*/
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ActiveDescriptorSet(std::shared_ptr<DescriptorPool> pool, vk::DescriptorSet set);
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public:
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~ActiveDescriptorSet();
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};
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DescriptorAllocator(GPU &gpu);
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/**
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* @note It is UB to allocate a set with a descriptor type that isn't in the pool
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*/
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ActiveDescriptorSet AllocateSet(vk::DescriptorSetLayout layout);
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};
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}
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