mirror of
https://github.com/skyline-emu/skyline.git
synced 2024-11-05 14:45:07 +01:00
Implement StateUpdater for rapid recording of VK state updates
Using command executor for each state individual update was found to be infeasible due to the shear number of state updates per draw and it relying on per-node heap allocations. Instead this commit takes advantage of each state update being used only once to implement a system of linearly-allocated state update commands that are linked together. After setting up all draw state with StateUpdateBuilder, the built StateUpdater can then be used in the execution phase to record all of the draw state into the command buffer with almost zero ovehead.
This commit is contained in:
parent
7b4da52445
commit
943a38e168
@ -10,6 +10,7 @@
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#include <gpu/interconnect/command_executor.h>
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#include <gpu/interconnect/conversion/quads.h>
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#include "common.h"
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#include "state_updater.h"
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#include "active_state.h"
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namespace skyline::gpu::interconnect::maxwell3d {
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@ -65,46 +65,8 @@ namespace skyline::gpu::interconnect::maxwell3d {
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}
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};
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using DynamicBufferBinding = std::variant<BufferBinding, BufferView>;
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using DirtyManager = dirty::Manager<soc::gm20b::engine::EngineMethodsEnd * sizeof(u32), sizeof(u32)>;
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/**
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* @brief This is a stub for a future implementation
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*/
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struct StateUpdateBuilder {
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void SetVertexBuffer(u32 index, BufferBinding *binding) {}
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void SetVertexBuffer(u32 index, BufferView &view) {
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view.GetBuffer()->BlockSequencedCpuBackingWrites();
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}
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void SetIndexBuffer(BufferBinding *binding, vk::IndexType indexType) {}
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void SetIndexBuffer(BufferView &view, vk::IndexType indexType) {
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view.GetBuffer()->BlockSequencedCpuBackingWrites();
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}
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void SetTransformFeedbackBuffer(u32 index, BufferView &view) {
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view.GetBuffer()->BlockSequencedCpuBackingWrites();
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}
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void SetTransformFeedbackBuffer(u32 index, BufferBinding *binding) {}
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void SetViewport(u32 index, const vk::Viewport &viewport) {}
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void SetScissor(u32 index, const vk::Rect2D &scissor) {}
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void SetLineWidth(float lineWidth) {}
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void SetDepthBias(float depthBiasConstantFactor, float depthBiasClamp, float depthBiasSlopeFactor) {}
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void SetBlendConstants(const std::array<float, engine::BlendColorChannelCount> &blendConstants) {}
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void SetDepthBounds(float minDepthBounds, float maxDepthBounds) {}
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void SetBaseStencilState(vk::StencilFaceFlags flags, u32 funcRef, u32 funcMask, u32 mask) {}
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};
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class StateUpdateBuilder;
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}
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@ -7,8 +7,7 @@
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#include "common/utils.h"
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#include "maxwell_3d.h"
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#include "common.h"
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#include "pipeline_state.h"
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#include "services/hosbinder/GraphicBufferProducer.h"
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#include "state_updater.h"
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namespace skyline::gpu::interconnect::maxwell3d {
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Maxwell3D::Maxwell3D(GPU &gpu,
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@ -0,0 +1,363 @@
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// SPDX-License-Identifier: MPL-2.0
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// Copyright © 2022 Skyline Team and Contributors (https://github.com/skyline-emu/)
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#pragma once
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#include <gpu/interconnect/command_executor.h>
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#include "common.h"
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namespace skyline::gpu::interconnect::maxwell3d {
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/**
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* @brief Header for a singly-linked state update command
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*/
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struct StateUpdateCmdHeader {
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StateUpdateCmdHeader *next;
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using RecordFunc = void (*)(vk::raii::CommandBuffer &commandBuffer, StateUpdateCmdHeader *header);
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RecordFunc record;
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};
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/**
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* @brief A wrapper around a state update command that adds the required command header
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*/
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template<typename Cmd>
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struct CmdHolder {
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using CmdType = Cmd;
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StateUpdateCmdHeader header{nullptr, Record};
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Cmd cmd;
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CmdHolder(Cmd &&cmd) : cmd{cmd} {}
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CmdHolder() = default;
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static void Record(vk::raii::CommandBuffer &commandBuffer, StateUpdateCmdHeader *header) {
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reinterpret_cast<CmdHolder *>(header)->cmd.Record(commandBuffer);
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}
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};
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struct SetVertexBuffersCmdImpl {
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void Record(vk::raii::CommandBuffer &commandBuffer) {
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commandBuffer.bindVertexBuffers(firstBinding,
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span(buffers).subspan(firstBinding, bindingCount),
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span(offsets).subspan(firstBinding, bindingCount));
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}
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u32 firstBinding{};
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u32 bindingCount{};
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std::array<vk::Buffer, engine::VertexStreamCount> buffers;
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std::array<vk::DeviceSize, engine::VertexStreamCount> offsets;
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};
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using SetVertexBuffersCmd = CmdHolder<SetVertexBuffersCmdImpl>;
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struct SetVertexBuffersDynamicCmdImpl {
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void Record(vk::raii::CommandBuffer &commandBuffer) {
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for (u32 i{base.firstBinding}; i < base.firstBinding + base.bindingCount; i++) {
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base.buffers[i] = views[i].GetBuffer()->GetBacking();
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base.offsets[i] = views[i].GetOffset();
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}
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base.Record(commandBuffer);
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}
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SetVertexBuffersCmdImpl base;
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std::array<BufferView, engine::VertexStreamCount> views;
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};
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using SetVertexBuffersDynamicCmd = CmdHolder<SetVertexBuffersDynamicCmdImpl>;
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struct SetIndexBufferCmdImpl {
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void Record(vk::raii::CommandBuffer &commandBuffer) {
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commandBuffer.bindIndexBuffer(buffer, offset, indexType);
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}
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vk::Buffer buffer;
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vk::DeviceSize offset;
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vk::IndexType indexType;
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};
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using SetIndexBufferCmd = CmdHolder<SetIndexBufferCmdImpl>;
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struct SetIndexBufferDynamicCmdImpl {
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void Record(vk::raii::CommandBuffer &commandBuffer) {
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base.buffer = view.GetBuffer()->GetBacking();
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base.offset = view.GetOffset();
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base.Record(commandBuffer);
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}
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SetIndexBufferCmdImpl base;
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BufferView view;
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};
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using SetIndexBufferDynamicCmd = CmdHolder<SetIndexBufferDynamicCmdImpl>;
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struct SetTransformFeedbackBufferCmdImpl {
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void Record(vk::raii::CommandBuffer &commandBuffer) {
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commandBuffer.bindTransformFeedbackBuffersEXT(binding, buffer, offset, size);
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}
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u32 binding;
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vk::Buffer buffer;
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vk::DeviceSize offset;
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vk::DeviceSize size;
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};
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using SetTransformFeedbackBufferCmd = CmdHolder<SetTransformFeedbackBufferCmdImpl>;
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struct SetTransformFeedbackBufferDynamicCmdImpl {
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void Record(vk::raii::CommandBuffer &commandBuffer) {
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base.buffer = view.GetBuffer()->GetBacking();
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base.offset = view.GetOffset();
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base.Record(commandBuffer);
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}
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SetTransformFeedbackBufferCmdImpl base;
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BufferView view;
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};
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using SetTransformFeedbackBufferDynamicCmd = CmdHolder<SetTransformFeedbackBufferDynamicCmdImpl>;
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struct SetViewportCmdImpl {
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void Record(vk::raii::CommandBuffer &commandBuffer) {
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commandBuffer.setViewport(index, viewport);
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}
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u32 index;
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vk::Viewport viewport;
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};
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using SetViewportCmd = CmdHolder<SetViewportCmdImpl>;
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struct SetScissorCmdImpl {
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void Record(vk::raii::CommandBuffer &commandBuffer) {
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commandBuffer.setScissor(index, scissor);
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}
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u32 index;
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vk::Rect2D scissor;
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};
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using SetScissorCmd = CmdHolder<SetScissorCmdImpl>;
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struct SetLineWidthCmdImpl {
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void Record(vk::raii::CommandBuffer &commandBuffer) {
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commandBuffer.setLineWidth(lineWidth);
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}
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float lineWidth;
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};
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using SetLineWidthCmd = CmdHolder<SetLineWidthCmdImpl>;
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struct SetDepthBiasCmdImpl {
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void Record(vk::raii::CommandBuffer &commandBuffer) {
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commandBuffer.setDepthBias(depthBiasConstantFactor, depthBiasClamp, depthBiasSlopeFactor);
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}
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float depthBiasConstantFactor;
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float depthBiasClamp;
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float depthBiasSlopeFactor;
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};
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using SetDepthBiasCmd = CmdHolder<SetDepthBiasCmdImpl>;
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struct SetBlendConstantsCmdImpl {
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void Record(vk::raii::CommandBuffer &commandBuffer) {
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commandBuffer.setBlendConstants(blendConstants.data());
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}
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std::array<float, 4> blendConstants;
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};
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using SetBlendConstantsCmd = CmdHolder<SetBlendConstantsCmdImpl>;
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struct SetDepthBoundsCmdImpl {
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void Record(vk::raii::CommandBuffer &commandBuffer) {
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commandBuffer.setDepthBounds(minDepthBounds, maxDepthBounds);
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}
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float minDepthBounds;
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float maxDepthBounds;
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};
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using SetDepthBoundsCmd = CmdHolder<SetDepthBoundsCmdImpl>;
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struct SetBaseStencilStateCmdImpl {
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void Record(vk::raii::CommandBuffer &commandBuffer) {
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commandBuffer.setStencilCompareMask(flags, funcMask);
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commandBuffer.setStencilReference(flags, funcRef);
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commandBuffer.setStencilWriteMask(flags, mask);
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}
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vk::StencilFaceFlags flags;
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u32 funcRef;
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u32 funcMask;
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u32 mask;
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};
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using SetBaseStencilStateCmd = CmdHolder<SetBaseStencilStateCmdImpl>;
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/**
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* @brief Single-use helper for recording a batch of state updates into a command buffer
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*/
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class StateUpdater {
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private:
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StateUpdateCmdHeader *first;
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public:
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StateUpdater(StateUpdateCmdHeader *first) : first{first} {}
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/**
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* @brief Records all contained state updates into the given command buffer
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*/
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void RecordAll(vk::raii::CommandBuffer &commandBuffer) const {
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for (StateUpdateCmdHeader *cmd{first}; cmd; cmd = cmd->next)
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cmd->record(commandBuffer, cmd);
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}
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};
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/**
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* @brief Allows for quick construction of a batch of associated Vulkan state updates that can later be recorded
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*/
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class StateUpdateBuilder {
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private:
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LinearAllocatorState<> &allocator;
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u32 vertexBatchBindNextBinding{};
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SetVertexBuffersDynamicCmd *vertexBatchBind{};
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StateUpdateCmdHeader *head{};
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StateUpdateCmdHeader *tail{};
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void AppendCmd(StateUpdateCmdHeader *cmd) {
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if (tail) {
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tail->next = cmd;
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tail = tail->next;
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} else {
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head = cmd;
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tail = head;
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}
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}
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template<typename Cmd>
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void AppendCmd(typename Cmd::CmdType &&contents) {
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Cmd *cmd{allocator.template EmplaceUntracked<Cmd>(std::forward<typename Cmd::CmdType>(contents))};
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AppendCmd(reinterpret_cast<StateUpdateCmdHeader *>(cmd));
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}
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void FlushVertexBatchBind() {
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if (vertexBatchBind->cmd.base.bindingCount != 0) {
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AppendCmd(reinterpret_cast<StateUpdateCmdHeader *>(vertexBatchBind));
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vertexBatchBind = allocator.EmplaceUntracked<SetVertexBuffersDynamicCmd>();
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}
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}
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public:
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StateUpdateBuilder(LinearAllocatorState<> &allocator) : allocator{allocator} {
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vertexBatchBind = allocator.EmplaceUntracked<SetVertexBuffersDynamicCmd>();
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}
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StateUpdater Build() {
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FlushVertexBatchBind();
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return {head};
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}
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void SetVertexBuffer(u32 index, const BufferBinding &binding) {
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if (index != vertexBatchBindNextBinding || vertexBatchBind->header.record != &SetVertexBuffersCmd::Record) {
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FlushVertexBatchBind();
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vertexBatchBind->header.record = &SetVertexBuffersCmd::Record;
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vertexBatchBind->cmd.base.firstBinding = index;
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vertexBatchBindNextBinding = index;
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}
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u32 bindingIdx{vertexBatchBindNextBinding++};
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vertexBatchBind->cmd.base.buffers[bindingIdx] = binding.buffer;
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vertexBatchBind->cmd.base.offsets[bindingIdx] = binding.offset;
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vertexBatchBind->cmd.base.bindingCount++;
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}
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void SetVertexBuffer(u32 index, BufferView view) {
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view.GetBuffer()->BlockSequencedCpuBackingWrites();
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if (index != vertexBatchBindNextBinding || vertexBatchBind->header.record != &SetVertexBuffersDynamicCmd::Record) {
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FlushVertexBatchBind();
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vertexBatchBind->header.record = &SetVertexBuffersDynamicCmd::Record;
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vertexBatchBind->cmd.base.firstBinding = index;
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vertexBatchBindNextBinding = index;
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}
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u32 bindingIdx{vertexBatchBindNextBinding++};
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vertexBatchBind->cmd.views[bindingIdx] = view;
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vertexBatchBind->cmd.base.bindingCount++;
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}
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void SetIndexBuffer(const BufferBinding &binding, vk::IndexType indexType) {
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AppendCmd<SetIndexBufferCmd>({
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.indexType = indexType,
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.buffer = binding.buffer,
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.offset = binding.offset,
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});
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}
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void SetIndexBuffer(BufferView view, vk::IndexType indexType) {
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view.GetBuffer()->BlockSequencedCpuBackingWrites();
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AppendCmd<SetIndexBufferDynamicCmd>({
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.base.indexType = indexType,
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.view = view,
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});
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}
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void SetTransformFeedbackBuffer(u32 index, const BufferBinding &binding) {
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AppendCmd<SetTransformFeedbackBufferCmd>({
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.binding = index,
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.buffer = binding.buffer,
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.offset = binding.offset,
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});
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}
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void SetTransformFeedbackBuffer(u32 index, BufferView view) {
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view.GetBuffer()->BlockSequencedCpuBackingWrites();
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AppendCmd<SetTransformFeedbackBufferDynamicCmd>({
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.base.binding = index,
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.view = view,
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});
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}
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void SetViewport(u32 index, const vk::Viewport &viewport) {
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AppendCmd<SetViewportCmd>({
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.index = index,
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.viewport = viewport,
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});
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}
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void SetScissor(u32 index, const vk::Rect2D &scissor) {
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AppendCmd<SetScissorCmd>({
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.index = index,
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.scissor = scissor,
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});
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}
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void SetLineWidth(float lineWidth) {
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AppendCmd<SetLineWidthCmd>({
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.lineWidth = lineWidth,
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});
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}
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void SetDepthBias(float depthBiasConstantFactor, float depthBiasClamp, float depthBiasSlopeFactor) {
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AppendCmd<SetDepthBiasCmd>({
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.depthBiasConstantFactor = depthBiasConstantFactor,
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.depthBiasClamp = depthBiasClamp,
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.depthBiasSlopeFactor = depthBiasSlopeFactor,
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});
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}
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void SetBlendConstants(const std::array<float, engine::BlendColorChannelCount> &blendConstants) {
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AppendCmd<SetBlendConstantsCmd>({
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.blendConstants = blendConstants,
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});
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}
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void SetDepthBounds(float minDepthBounds, float maxDepthBounds) {
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AppendCmd<SetDepthBoundsCmd>({
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.minDepthBounds = minDepthBounds,
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.maxDepthBounds = maxDepthBounds,
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});
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}
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void SetBaseStencilState(vk::StencilFaceFlags flags, u32 funcRef, u32 funcMask, u32 mask) {
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AppendCmd<SetBaseStencilStateCmd>({
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.flags = flags,
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.funcRef = funcRef,
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.funcMask = funcMask,
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.mask = mask,
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});
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}
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};
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}
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