100 lines
5.3 KiB
C++
100 lines
5.3 KiB
C++
// 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 <boost/container/stable_vector.hpp>
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#include <unordered_set>
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#include "command_nodes.h"
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namespace skyline::gpu::interconnect {
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/**
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* @brief Assembles a Vulkan command stream with various nodes and manages execution of the produced graph
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* @note This class is **NOT** thread-safe and should **ONLY** be utilized by a single thread
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*/
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class CommandExecutor {
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private:
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GPU &gpu;
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CommandScheduler::ActiveCommandBuffer activeCommandBuffer;
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boost::container::stable_vector<node::NodeVariant> nodes;
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node::RenderPassNode *renderPass{};
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size_t subpassCount{}; //!< The number of subpasses in the current render pass
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std::unordered_set<Texture *> attachedTextures; //!< All textures that need to be synced prior to and after execution
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using SharedBufferDelegate = std::shared_ptr<Buffer::BufferDelegate>;
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std::unordered_set<SharedBufferDelegate> attachedBuffers; //!< All buffers that are attached to the current execution
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std::vector<TextureView*> lastSubpassAttachments; //!< The storage backing for attachments used in the last subpass
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span<TextureView*> lastSubpassInputAttachments; //!< The set of input attachments used in the last subpass
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span<TextureView*> lastSubpassColorAttachments; //!< The set of color attachments used in the last subpass
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TextureView* lastSubpassDepthStencilAttachment{}; //!< The depth stencil attachment used in the last subpass
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/**
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* @brief Create a new render pass and subpass with the specified attachments, if one doesn't already exist or the current one isn't compatible
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* @note This also checks for subpass coalescing and will merge the new subpass with the previous one when possible
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* @return If the next subpass must be started prior to issuing any commands
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*/
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bool CreateRenderPassWithSubpass(vk::Rect2D renderArea, span<TextureView *> inputAttachments, span<TextureView *> colorAttachments, TextureView *depthStencilAttachment);
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/**
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* @brief Ends a render pass if one is currently active and resets all corresponding state
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*/
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void FinishRenderPass();
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public:
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std::shared_ptr<FenceCycle> cycle; //!< The fence cycle that this command executor uses to wait for the GPU to finish executing commands
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CommandExecutor(const DeviceState &state);
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~CommandExecutor();
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/**
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* @brief Attach the lifetime of the texture to the command buffer
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* @note The supplied texture **must** be locked by the calling thread
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* @note This'll automatically handle syncing of the texture in the most optimal way possible
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*/
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void AttachTexture(TextureView *view);
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/**
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* @brief Attach the lifetime of a buffer to the command buffer
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* @note The supplied buffer **must** be locked by the calling thread
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* @note This'll automatically handle syncing of the buffer in the most optimal way possible
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*/
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void AttachBuffer(BufferView &view);
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/**
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* @brief Attach the lifetime of the fence cycle dependency to the command buffer
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*/
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void AttachDependency(const std::shared_ptr<FenceCycleDependency> &dependency);
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/**
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* @brief Adds a command that needs to be executed inside a subpass configured with certain attachments
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* @param exclusiveSubpass If this subpass should be the only subpass in a render pass
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* @note Any supplied texture should be attached prior and not undergo any persistent layout transitions till execution
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*/
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void AddSubpass(std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &, vk::RenderPass, u32)> &&function, vk::Rect2D renderArea, span<TextureView *> inputAttachments = {}, span<TextureView *> colorAttachments = {}, TextureView *depthStencilAttachment = {}, bool exclusiveSubpass = false);
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/**
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* @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
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* @note Any supplied texture should be attached prior and not undergo any persistent layout transitions till execution
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*/
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void AddClearColorSubpass(TextureView *attachment, const vk::ClearColorValue &value);
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/**
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* @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
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* @note Any supplied texture should be attached prior and not undergo any persistent layout transitions till execution
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*/
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void AddClearDepthStencilSubpass(TextureView *attachment, const vk::ClearDepthStencilValue &value);
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/**
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* @brief Adds a command that needs to be executed outside the scope of a render pass
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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 Execute all the nodes and submit the resulting command buffer to the GPU
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*/
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void Execute();
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};
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}
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