Allow Attaching Texture/Buffers to CommandExecutor

Switch from `SubmitWithCycle` to manually allocating the active command buffer to tag dependencies with the `FenceCycle` that prevents them from being mutated prior to execution. This new paradigm could also allow eager recording of commands with only submission being deferred.
This commit is contained in:
PixelyIon 2021-12-07 02:41:07 +05:30
parent aeea3e6f66
commit cb7f68b98d
2 changed files with 65 additions and 7 deletions

View File

@ -5,7 +5,11 @@
#include "command_executor.h" #include "command_executor.h"
namespace skyline::gpu::interconnect { namespace skyline::gpu::interconnect {
CommandExecutor::CommandExecutor(const DeviceState &state) : gpu(*state.gpu) {} CommandExecutor::CommandExecutor(const DeviceState &state) : gpu(*state.gpu), activeCommandBuffer(gpu.scheduler.AllocateCommandBuffer()), cycle(activeCommandBuffer.GetFenceCycle()) {}
CommandExecutor::~CommandExecutor() {
cycle->Cancel();
}
bool CommandExecutor::CreateRenderPass(vk::Rect2D renderArea) { bool CommandExecutor::CreateRenderPass(vk::Rect2D renderArea) {
if (renderPass && renderPass->renderArea != renderArea) { if (renderPass && renderPass->renderArea != renderArea) {
@ -21,12 +25,30 @@ namespace skyline::gpu::interconnect {
return newRenderPass; return newRenderPass;
} }
void CommandExecutor::AttachTexture(const std::shared_ptr<Texture> &texture) {
if (!syncTextures.contains(texture.get())) {
texture->WaitOnFence();
texture->cycle = cycle;
cycle->AttachObject(texture);
syncTextures.emplace(texture.get());
}
}
void CommandExecutor::AttachBuffer(const std::shared_ptr<Buffer> &buffer) {
if (!syncBuffers.contains(buffer.get())) {
buffer->WaitOnFence();
buffer->cycle = cycle;
cycle->AttachObject(buffer);
syncBuffers.emplace(buffer.get());
}
}
void CommandExecutor::AddSubpass(const std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &)> &function, vk::Rect2D renderArea, span<TextureView *> inputAttachments, span<TextureView *> colorAttachments, TextureView *depthStencilAttachment) { void CommandExecutor::AddSubpass(const std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &)> &function, vk::Rect2D renderArea, span<TextureView *> inputAttachments, span<TextureView *> colorAttachments, TextureView *depthStencilAttachment) {
for (const auto &attachments : {inputAttachments, colorAttachments}) for (const auto &attachments : {inputAttachments, colorAttachments})
for (const auto &attachment : attachments) for (const auto &attachment : attachments)
syncTextures.emplace(attachment->texture.get()); AttachTexture(attachment->texture);
if (depthStencilAttachment) if (depthStencilAttachment)
syncTextures.emplace(depthStencilAttachment->texture.get()); AttachTexture(depthStencilAttachment->texture);
bool newRenderPass{CreateRenderPass(renderArea)}; bool newRenderPass{CreateRenderPass(renderArea)};
renderPass->AddSubpass(inputAttachments, colorAttachments, depthStencilAttachment ? &*depthStencilAttachment : nullptr); renderPass->AddSubpass(inputAttachments, colorAttachments, depthStencilAttachment ? &*depthStencilAttachment : nullptr);
@ -37,6 +59,8 @@ namespace skyline::gpu::interconnect {
} }
void CommandExecutor::AddClearColorSubpass(TextureView *attachment, const vk::ClearColorValue &value) { void CommandExecutor::AddClearColorSubpass(TextureView *attachment, const vk::ClearColorValue &value) {
AttachTexture(attachment->texture);
bool newRenderPass{CreateRenderPass(vk::Rect2D{ bool newRenderPass{CreateRenderPass(vk::Rect2D{
.extent = attachment->texture->dimensions, .extent = attachment->texture->dimensions,
})}; })};
@ -74,10 +98,18 @@ namespace skyline::gpu::interconnect {
renderPass = nullptr; renderPass = nullptr;
} }
gpu.scheduler.SubmitWithCycle([this](vk::raii::CommandBuffer &commandBuffer, const std::shared_ptr<FenceCycle> &cycle) { {
auto &commandBuffer{*activeCommandBuffer};
commandBuffer.begin(vk::CommandBufferBeginInfo{
.flags = vk::CommandBufferUsageFlagBits::eOneTimeSubmit,
});
for (auto texture : syncTextures) for (auto texture : syncTextures)
texture->SynchronizeHostWithBuffer(commandBuffer, cycle); texture->SynchronizeHostWithBuffer(commandBuffer, cycle);
for (auto buffer : syncBuffers)
buffer->SynchronizeHostWithCycle(cycle);
using namespace node; using namespace node;
for (NodeVariant &node : nodes) { for (NodeVariant &node : nodes) {
#define NODE(name) [&](name& node) { node(commandBuffer, cycle, gpu); } #define NODE(name) [&](name& node) { node(commandBuffer, cycle, gpu); }
@ -93,7 +125,15 @@ namespace skyline::gpu::interconnect {
for (auto texture : syncTextures) for (auto texture : syncTextures)
texture->SynchronizeGuestWithBuffer(commandBuffer, cycle); texture->SynchronizeGuestWithBuffer(commandBuffer, cycle);
})->Wait();
for (auto buffer : syncBuffers)
buffer->SynchronizeGuestWithCycle(cycle);
commandBuffer.end();
gpu.scheduler.SubmitCommandBuffer(commandBuffer, activeCommandBuffer.GetFence());
cycle = activeCommandBuffer.Reset();
}
nodes.clear(); nodes.clear();
syncTextures.clear(); syncTextures.clear();

View File

@ -10,14 +10,17 @@
namespace skyline::gpu::interconnect { namespace skyline::gpu::interconnect {
/** /**
* @brief Assembles a Vulkan command stream with various nodes and manages execution of the produced graph * @brief Assembles a Vulkan command stream with various nodes and manages execution of the produced graph
* @note This class is **NOT** thread-safe and should not be utilized by multiple threads concurrently * @note This class is **NOT** thread-safe and should **ONLY** be utilized by a single thread
*/ */
class CommandExecutor { class CommandExecutor {
private: private:
GPU &gpu; GPU &gpu;
CommandScheduler::ActiveCommandBuffer activeCommandBuffer;
std::shared_ptr<FenceCycle> cycle;
boost::container::stable_vector<node::NodeVariant> nodes; boost::container::stable_vector<node::NodeVariant> nodes;
node::RenderPassNode *renderPass{}; node::RenderPassNode *renderPass{};
std::unordered_set<Texture *> syncTextures; //!< All textures that need to be synced prior to and after execution std::unordered_set<Texture *> syncTextures; //!< All textures that need to be synced prior to and after execution
std::unordered_set<Buffer *> syncBuffers; //!< All buffers that need to be synced prior to and after execution
/** /**
* @return If a new render pass was created by the function or the current one was reused as it was compatible * @return If a new render pass was created by the function or the current one was reused as it was compatible
@ -27,9 +30,24 @@ namespace skyline::gpu::interconnect {
public: public:
CommandExecutor(const DeviceState &state); CommandExecutor(const DeviceState &state);
~CommandExecutor();
/**
* @brief Attach the lifetime of the texture to the command buffer
* @note This'll automatically handle syncing of the texture in the most optimal way possible
*/
void AttachTexture(const std::shared_ptr<Texture> &texture);
/**
* @brief Attach the lifetime of a buffer to the command buffer
* @note This'll automatically handle syncing of the buffer in the most optimal way possible
*/
void AttachBuffer(const std::shared_ptr<Buffer> &buffer);
/** /**
* @brief Adds a command that needs to be executed inside a subpass configured with certain attachments * @brief Adds a command that needs to be executed inside a subpass configured with certain attachments
* @note Any texture supplied to this **must** be locked by the calling thread, it should also undergo no persistent layout transitions till execution * @note Any texture supplied to this **must** be locked by the calling thread, it should also undergo no persistent layout transitions till execution
* @note All attachments will automatically be attached and aren't required to be attached prior
*/ */
void AddSubpass(const std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &)> &&function, vk::Rect2D renderArea, span<TextureView *> inputAttachments = {}, span<TextureView *> colorAttachments = {}, TextureView *depthStencilAttachment = {}); void AddSubpass(const std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &)> &&function, vk::Rect2D renderArea, span<TextureView *> inputAttachments = {}, span<TextureView *> colorAttachments = {}, TextureView *depthStencilAttachment = {});