// SPDX-License-Identifier: MPL-2.0 // Copyright © 2021 Skyline Team and Contributors (https://github.com/skyline-emu/) #pragma once #include #include #include "command_nodes.h" namespace skyline::gpu::interconnect { /** * @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 **ONLY** be utilized by a single thread */ class CommandExecutor { private: GPU &gpu; CommandScheduler::ActiveCommandBuffer activeCommandBuffer; boost::container::stable_vector nodes; node::RenderPassNode *renderPass{}; size_t subpassCount{}; //!< The number of subpasses in the current render pass std::unordered_set syncTextures; //!< All textures that need to be synced prior to and after execution using SharedBufferDelegate = std::shared_ptr; std::unordered_set 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 */ bool CreateRenderPass(vk::Rect2D renderArea); public: std::shared_ptr cycle; //!< The fence cycle that this command executor uses to wait for the GPU to finish executing commands CommandExecutor(const DeviceState &state); ~CommandExecutor(); /** * @brief Attach the lifetime of the texture to the command buffer * @note The supplied texture **must** be locked by the calling thread * @note This'll automatically handle syncing of the texture in the most optimal way possible */ void AttachTexture(TextureView *view); /** * @brief Attach the lifetime of a buffer to the command buffer * @note The supplied buffer **must** be locked by the calling thread * @note This'll automatically handle syncing of the buffer in the most optimal way possible */ void AttachBuffer(BufferView &view); /** * @brief Attach the lifetime of the fence cycle dependency to the command buffer */ void AttachDependency(const std::shared_ptr &dependency); /** * @brief Adds a command that needs to be executed inside a subpass configured with certain attachments * @note Any supplied texture should be attached prior and not undergo any persistent layout transitions till execution */ void AddSubpass(std::function &, GPU &, vk::RenderPass, u32)> &&function, vk::Rect2D renderArea, span inputAttachments = {}, span colorAttachments = {}, TextureView *depthStencilAttachment = {}); /** * @brief Adds a subpass that clears the entirety of the specified attachment with a color value, it may utilize VK_ATTACHMENT_LOAD_OP_CLEAR for a more efficient clear when possible * @note Any supplied texture should be attached prior and not undergo any persistent layout transitions till execution */ void AddClearColorSubpass(TextureView *attachment, const vk::ClearColorValue &value); /** * @brief Adds a subpass that clears the entirety of the specified attachment with a depth/stencil value, it may utilize VK_ATTACHMENT_LOAD_OP_CLEAR for a more efficient clear when possible * @note Any supplied texture should be attached prior and not undergo any persistent layout transitions till execution */ void AddClearDepthStencilSubpass(TextureView *attachment, const vk::ClearDepthStencilValue &value); /** * @brief Execute all the nodes and submit the resulting command buffer to the GPU */ void Execute(); }; }